Well it’s really up to you the members to post your stuff, share your tech questions & findings. There’s just no community without direct involvement. Sometimes I wonder if I should be doing more community-promoting things around here… recaps, contests, interviews, etc. Adam did a bunch of this back when he was running…
Thanks Tea! I finally finished up this little pillar break down. Now let me pre-phrase this breakdown and say that this might not have been the best way of creating this asset. I learned some valuable lessons on this one. If I were to do this asset again I would make some adjustments. Figure 1-C was the biggest problem. Im…
Yes. Lets flip that around, you want to leave all the people who use Max or Maya hanging? These are real user bases we're talking here, that make up the vast majority of the games industry. Xnormal has a custom tangent loader, it can easily load a max/maya centric Marmoset Toolbag tangent space. Lets just look at it from a…
Option A - Model low poly mesh - UV it - Paint textures onto it, adjusting geometry/UVs as necessary Option B - Model/sculpt high poly mesh - Retopo - UV - Bake some textures (I'd bake a normal/ao/concavity/convexity plus whatever else you want and some matcaps) to the low poly - Paint over baked textures using them as a…