Only recently that I got the hand of all the advanced texturing techniques and all the different maps and stuff.
So i made a column as a practice,
○ Blender for making the base mesh, Unwrapping and removing the seams from textures buy using double UVs.
○ Zbrush for sculpting the details and decimating the high poly mesh
○ xNormal for baking of course
○ Knald to generate some maps (cavity,AO and convexity)
○ My old buddy Photoshop for texture creation.
○ And marmoset toolbag for visualization
ALL CRITICS ARE WELCOME
Replies
I agree, I didn't give the retopology a fair chance and the tricount could drastically drop. But what i did was a decimation in Zbrush with very low decimation quality for a fast result.
If this was just to experiment with ZBrush and decimation master and you have no intent of showcasing it for a personal portfolio, the material looks very good.