I created a high resolution, detailed Sci-Fi texture for use in anything you can imagine. Since it's actually a small texture, it can be tiled together a lot of times so that it is sharp even when looking at it at a very close range.
PS: The LGT texture is a texture with fixed lighting information I made for a tutorial on this website. You can use this texture if your project doesn't need or support normal- or specularmaps. If you want to change the lighting of the texture yourself, you can go ahead and do so while revisiting my tutorial:
hexagon texture free download
Download Zip
https://granan-caebi.blogspot.com/?pzlz=2x4C9a
I just need to confirm what I think I know. When I create a model in Hexagon and UV map it and put color and pictures to it...I export it to .obj and import to Daz 4.5 and all the "pretty stuff" is gone and just left with grey object. This is normal right? I have to use some other software to be able automatically import those maps and textures right?
I have looked at several tutorials and it looks like everyone stops the tutorial in Hexagon. The only tutorial I have seen with the finished Hexagon model being exported to DAZ with textures and maps in place, they had used "UV Mapper Pro" to do it.
The normal process is to export the .obj then open it in a UV mapping app - UV Mapper Classic (free) is fine for this. Export the UV map and texture it in a paint app. Open the .obj in a rendering app and load the texture.
Thanks for the reply. It does save a .png when I create a photo from uv map. When I add that .png to the difuse channel it does not change anything. I am just using a square box with a gold texture. Nothing complicated. Daz just wont open the texure or color. Either that Hex is not exporting them. ( I do have the "export UV" box checked)
I am having the very same problem, it is getting to be a frustration. I installed Studio a few weeks back, I then purchased Hex. Since purchasing it I have not been able to import my models into studio without loosing UV map/image. I am creating a simple cube with a basic brick image texture. I am new to modeling but, I am sure I followed the tutorials (both written and video) to the letter, I export to .obj, and the corresponding .png texture file is in the same saved location, I then import the .obj into studio, my cube is there but that is it (I have tried using a color for the map and no problem, I just don't get an image map)..... I realize that Hex is probably not the UV mapping tool of choice for most of you, but if there is someone who has had and solved this problem, please help... Cheers!
The Voronoi texture uses a square grid, which is apparent at lower values of randomness. However, is it possible to use a hexagonal grid instead? Adding the right linear transformation could make the points' locations align with a hexagonal grid, but the circles around each point would distort into ellipses in doing so. More precisely, I would like to reproduce the below image (not made in Blender).
A Voronoi texture works by dividing the texture-space into cells, defining a pseudo-random 'feature point' in each cell, which is a function of the cell's location. Then each shading-point looks up the the feature-point in its own and neighbouring cells, returning the distance to the closest feature-point.
To obtain random points, evenly distributed in a hexagon, the hexagon is divided into 3 rhombuses as shown below. One of those is randomly selected using the X of 3D White Noise. Then random 0-1 multiples,(using Y and Z of the noise) of the U and V vectors for that rhombus yield evenly distributed points inside it. The result is shown on the right:
Voronoi noise is made by tiling circles in a square fashion and randomising the positions of all circles. Since the circles are limited to their tile's size, when you randomly change the position, they exceed their tile size and start to form seams. To eliminate that, we check the neighboring tiles i.e left, right, up, down, etc. This is how the usual voronoi is made.In the case of hexagonal voronoi, we only need to change one thing. We need to tile circles using hexagonal tiles / hexagonal coordinates. You can see how to make them here How To Do UV Indexing in hexagonal pattern? OR you can use the "hextiles" nodegroup in the blend file below. I have made a video how I made this : =RbH3_d9j7ro
Hexagon is a 3D modeler and does not have a built-in renderer. You can,however, prepare your models with textures in order to advance the texturing at thesame time as you finalize the form of the model. Defining materials on an object is alsoneeded to paint colors and textures.
35fe9a5643