I find that when I'm making larger assets that require masks for things like edge wear etc., if the asset is big the masks tend to be low res depending on the size. Is there a way to get better resolution masks? What is the workflow for texturing big meshes that require tiling textures, some edge wear or other masks like…
Have started detaching and making the high-poly in 3Dsmax. Will work out the kinks and add surface detail in zbrush afterwards. Still have to make a lot of the detail in 3DsMax, redo the hands, etc etc etc.
or storyboarding, layout, camera setup, cinematographer, dialog editor/facial animator, etc etc etc :) If you want to do camera work & camera animtion, practice Storyboarding too! focus in on something (pun intended)!
Hello guys, So I have a new challenge to do where I work, we need to create a FPS map. So what I need to take into consideration when doing a "playable" terrain for games? polycount? keep it simple ( to avoid collision problems) etc etc Thank you!