For the rendering issue, as far as it's game art, you can't render it in Mental or Vray, you have to check CE 3/UDK/Unity. Also on 3dtotal are lot of good maybe not tutorials, but tip's for the lightning and texutring process. This is very good site. +1 ^^
Hm maybe, looks good but it doesn't actually work for me on unity 5 and it's not how I expected the workflow to be (although might be fine). I'll have to poke around and see if I can figure out why it won't start, thanks for the link!
thank you!, i understand that this is not say real time rendering for games as i have worked with unity and know the basics of polys. that's why i smoothed this down to get the visuals. any way i can improve the visuals or just things in general?
For starters share a screenshot here first. People might be able to give you directions when you share something concrete and contextual. There is no standard and no right or wrong, there are common tools such as marmorset, sketchfab, blender eevee, unreal engine or unity but it really depends.
Some shots of the rocks textured and in Unity! :D Below are a couple speed sculpting busts, something I'm just starting to do. Did these two guys last week. Thanks for looking!!! That's it for now! Will keep posting to this as get more stuff to show. :D
Everybody is having the same meal cuz most people plate is full of the same thing too haha. More seriously, it does seem like a good engine but apprentlly, it's not as user friendly as U4 nor Unity...it's the only thing I heard about it.
Are you using a game engine for this? I imagine it partly all depends on what you're rendering in. Sorry i'm not very knowledgeable on the topic, but you might find an optimization profiler, like in unity, and test both of the results you've described above for optimization.
I don't think I'd be too welcome at whitepower.com... I have noticed that we tend to turn in on ourselves when there's no enemy to fight, good thing there will always be someone new and or improved enemy to fight, insuring national unity in the face of true evil.
I want dibs for the non-high profile company guys :p . I'd love to experiment with this on various level editors i'm working with at the moment, torque, unreal, unity etc... and of course make mad useful 3dsmax setups for weird modelling workflows :) !!
does xnormal support Mayas tangentspace? if not, ignore maya and check it in your target engine. say unreal or unity on the mesh side, get rid of the ngons, triangulate before export, the exporter or importer in xnormal might triangulate differently than maya does