Flocking material - peachy version
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Flocking material - peachy version
Making a Normal Map from Scratch in GIMP - Part 2 of 2
If you haven't read part 1, then go ahead and find it here:
So you're making a recolor, and when you try it out in the game it has weird outlines for pockets and whatnot. What gives?? The Normal Map (
I have improved the materials by adding ‘normal maps’. They make a big difference
Substance Painter
My first piece done with Substance Painter texturing, I’m really enjoying the quick and easy texturing that you can get done.
4 hours of tutorials before I opened the software and another 2 hours completing this, I have learn’t a lot and plan to create and learn a lot more with my 29 days left of my free trial.
For anyone planning on trying it out the tutorials are great and here are some tips. Learn how to create high poly meshes from low poly (adding extra verts along sharper lines and spacing but still adding verts when you want it smooth). Then proceed to watch the baking tutorial and master normal maps before texturing. Ctrl + RMB to change brush size, Ctrl + LMB to rotate brush, other hotkeys are similar to Unity with navigation (using shift and alt plus mouse). Double click to assign a material to the brush, use separate layers for each material. The rest you can learn from practice and tutorials, goodluck.
It turns out I've been doing normal maps completely wrong this entire time?
Modular Assets: Design & Development Guide
Modular Assets: Design & Development Guide Modular assets are increasingly vital in modern game development, offering a streamlined approach to creating complex environments and reducing production time. This guide explores the importance of vertex counts and outlines strategies for optimization, drawing on insights shared by /u/gastrobott. What’s the Deal with Vertex Counts in Modular…
I love, Normal Maps
Normal maps?
This