I'm making a High Poly Fantasy Medieval Scene for fun(must have forgot to put fantasy in the title). For this mini project I'm trying to get practice with high poly environments. Ill try using the image hosting site for my next uploads much thanks!
Alright, let's try this: Close Photoshop and the SUITE. Right-click on Photoshop, run as administrator. Close Photoshop. Run Quixel SUITE. Let me know if that clears this up. It's also best practice to let the SUITE open Photoshop for you as it guarantees a consistent connection between the programs.
Short answer I just don'r have time to make LOD's and bake high poly detail onto low polys. I am aware of the processes to optimize for a game but I'm just making this as a chance to practice substance painter and get to know UE4 a bit better.
The best thing you can show, is something you've done well. While something creative and different will certainly catch an eye or two, it's pointless if it's done poorly. Listen to the above, practice, and then think about portfolio stuff once you have a bit under your belt.
True, but this is more of an insult than a joke - Even I think that the images were rather annoying, and I couldn't care less about religions as a whole! And it doesn't help that Fogh's practically dismissing the inflicted parties as though they should just sod off and mind their own business.
Working on a grid is more important in some engines, like UE3 than it is in others but ultimately its good practice to make sure you stick to it whatever your doing. It just makes constructing modular peices and environments far far easier if everything snaps neatly into place.
Wow, thanks for all the responses everyone, that's really informative. Its quite interesting the practice seams generally discouraged. I know Arena Net uses it heavily, and as far as I know they use TGAs not sure what it gets compressed down to, but their engine could be optimizing it all.
J.I. Styles: That sounds like a cool technique, can you explain a bit more or point out a good tutorial that goes over ZBrush's bump map viewer material you mentioned? Either that or tell my lazy ass to go and read the ZB Practical Manual
Alright, thanks. Seems that is how most people do it. Maybe I will practice that a bit. I have a bit of trouble getting the geo for the butt and pelvis to look nice when box modeling also. Any advice for that? Sorry if I am causing you any trouble with this :) .
Thx Earthquake, So, when unwrapping UV map for normal mapping, it is common practice to share UV space still? Just seems weird since the normal direction is mostly unique. You said if the game supports it. You think HL2/Source supports it? Many thanks!