Hello,
I've started a model with intention to make a realistic skin textured real-time character. I've went through several break downs and tutorials to do so but got lost in the different processes and got several questions in the process of learning them.
Like in terms of setting displacement maps of texturing XYZ packages, when it differs when you apply them for a pre-rendered and real-time rendered model ?
i've also wanted to know the difference regarding realistic skin maps making in both marmoset and UE4
here's the characters and the topics i went through that has the quality that i want to achieve!
Thank you so much
Replies
SP also has some xyz textures bundled.
Thank you so much for your replies, I've followed several process of applying displacement from XYZ package that I have but was told thats displacement maps are too heavy for game characters which is confusing me cz i've seen some artists posting a real time game characters using XYZ displacements for their work like the below
https://www.artstation.com/jacob/blog/LqwR/realistic-skin-in-marmoset-toolbag-3-with-texturing-xyz
the variety in maps in the process confuses me x''o
You could also use the Mari disp as a height map in Knald or designer to rip a normal map from. There are multiple workflows.
thank you
The latest Painter supports displacement but I haven't tried it yet.
But back to your original goal of a real-time character, you shouldn't have to deal with displacement unless you go the Mari>ZB workflow I described above.
Painter can easily handle a 10-20 million high poly because it doesn't need to load the mesh into the viewport, but remember that a 4K map can only capture 16 million points of information anyway so you don't need to go higher than that. It helps to plan all this in advance by knowing your base level mesh multiplied by 4 for every level up to what your final output map res can capture.