Search the Community

Showing results for tags 'texturing'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Coding and Game Design
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 6 results

  1. Hey Guys, I tried all things with glTF model, I can't texture it in live programmatically, I don't see examples or documentation anywhere. The issue is that when I try to re-texture (for example change albedo) with new BABYLON.DynamicTexture I have black texture. When I try to recreate a PBR Material, the texture doesn't stick on the UVs model. Its crazy ! The only way I see is to change the JSON glTF and reload the whole glTF with the mesh model ! If anyone can show me the syntax to do texturing on a mesh with glTF PBR syntax, it's welcome. thanks
  2. The idea is create a box and texture each side of the cube, but is so frustating, trying to guess the UV coordinates for each face wich change on each one the coordinates, btw i got this, but still lot of work guessing the other faces, so frustrating https://www.babylonjs-playground.com/#1V3CAT#263 So, my cuestion is , if there is a way more easy to do all this. I mean, maybe some function on you tell that there is 4 textures in horizontal, 4 textures in vertical and babylon with that info know this: So instead the coordinates like this: faceUV[0] = new BABYLON.Vector4(0.25, 0.75 ,0.5 ,0.5); faceUV[1] = new BABYLON.Vector4(0.25, 0.5 ,0.5 ,0.75); We do something like: faceUV[0] = new BABYLON.Tile(1); faceUV[1] = new BABYLON.Tile(4); Or if this can't be done, any way more easy to texture the 6 sides of the cube adding one different texture for each face?
  3. Is there a way to layer texture maps? For instance, I want to allow users to be able to modify a geometry's diffuse color, but have a black and white texture map overlay the color so it can keep the look of grime/grit (like setting a layer to multiply in photoshop). Or do I just have to make different colored texture maps in photoshop that already have the grime/grit applied and toggle between them?
  4. Artist : Gonçalo Sousa Site : www.artluso.com Email: goncalo.artluso@gmail.com My name is Gonçalo Sousa. I'm a professional illustrator and concept artist, and I have experience with digital mediums, in several categories. Being it 2D areas like Digital Painting, MattePainting, Pixel Art, Concept Art, or 3D areas like Moddeling, UV creation, Texturing, Rigging, and Animation. Price vary based on client needs. Feel free to contact me, and i´ll answer as fast as possible. Unfortunately I´m not accepting at the moment work only by royalties. Here are a few samples of my work, they represent several categories like characters, outfits, creatures, animals and structures\environments. You can see more on my site: thanks! Looking forward to hearing form you! Gonçalo Sousa 2D & 3D Art Generalist Website: http://www.artluso.com E-mail: goncalo.artluso@gmail.com
  5. jessepmason

    Projective Texturing

    Hello everyone... sorry for another noob question but I am learning and loving babylon! I am curious if babylon can project a texture onto multiple objects... similiar to how this is: http://playground.babylonjs.com/#1215MA but I want to be able to project from a specific point in the scene.. not from the active camera but maybe another camera in the scene? Thanks!
  6. Hello Everyone, I would like to add shadows and reflections to a car model that was exported from blender to Babylon.JS. (The file is attached to this post.) I have tried using 'static reflection' in the blender software but it looks horrible when I exported it as a *.babylon file. I have seen reflections in 'The Car" demo on the BabylonJS website and would like to know how to do the same. I am not sure how to identify the mesh that I want to use as a reflector (My programming skills is very weak.) I have seen the tutorial on 'advanced texturing' here https://github.com/BabylonJS/Babylon.js/wiki/14-Advanced-Texturing, but I am not clear on how to do it with *.babylon meshes. Could someone help me please? I would greatly appreciate it. Thanks