Hi guys
I have been debating my own personal workflow as ideally iam working towards having a portfolio ready in 7/8 months time to approach studios for environment artist positions.
Ideally up to this point my workflow has been 'Create high-poly -> create
topology -> bake your maps -> texture'
but since Quixel suite has been released, Ive been using NDO to quickly create my normal maps, convert them then to diffuse/occlusion etc maps then of course once iam happy with my texturing I use DDO to spice things up abit!.
In doing this ive became worried in-case this is not the most 'appropriate' way of doing things.
Just wondering if the pro's working in studios out there can give me some
leverage on this particular workflow and if its ok to use within the industry as a professional to speed things up rather than creating highpoly etc?.
I do understand some studios do not have Quixel software etc
Thanks guys!
PolyLove
Replies
So just learn the software and use whatever workflow you want. That being said, creating high-to-low baking pipeline is very common.
Defo took note!
From there software like nDo can be used to edit in finer Normal details that would lose too much resolution from baking (such as bolts, panels, etc.) nDo is good for giving you strict control over each pixel, whereas baking will be relying on your cage and anti aliasing for example, which are very automatic and don't offer as much control as nDo does.