Working on sculpting a giant cliff and wondering what the typical workflow for something this large is?
what I plan on doing is sculpting out a high poly in Zbrush, decimating to get a low poly version, then baking in Substance Painter to get my normal maps. Then using a tiling texture in UE4 in conjunction with the baked normal map.
Since the cliff is so large, should I be using a 4K normal map for this? I have it split into two parts since I was worried the normal detail would be too low res.
Is this an acceptable workflow? Any other tips?
Replies
Another question - what’s the best method to set this up in UE4? Can’t seem to find a tutorial.
Some very useful tips in this one as well:
https://www.youtube.com/watch?v=8MhptO3Bam0&list=PLUcdb83t0I4tOrdKMCajS1me1jPEncbRq&index=10