a) I often make details like this in the hipoly. I also keep a library of elements like this (I have ztools I use in zbrush)- so it can be very quick. This is my preferred method a lot of the time. b) trim sheets are good if you're making a lot of objects that all have the same "style", They're great for architecture or…
Hello Polycounters! I am currently creating "game ready Hard Surface asset" for my portfolio. My goal for this project is to create an asset, meet standards, and put it into Unreal Engine 4 scene. I have the model with all the maps, baked in Substance Painter from High Poly version. I am now in a place where I need to…