What kinds of environments do you want? Megascans would be a good start if you're looking for organic stuff like forests. Look into sites like turbosquid to get a feel for the kinds of assets you could buy. The downside to buying assets is that not every creator is working toward the same common goal or using the same…
Yep you can do morph targets after you skin, just make sure the morpher modifier is under the skin modifier, that's the beauty of max you can apply modifiers out of order and drag on modifier under the others if you need to. It's been a while since i used morph targets. But i think you can do it after the skinning. As long…
I think Rorshach mentioned in the P&P thread about Poop's new normal mapping workflow tutorial that you can get different normal map results depending on the graphics card that you use. What are these differences exactly? Is it on the way the normal map is displayed or also the way that it is generated? Is there a…
For game engines, what is the best way to incorporate these kind of details on walls, furniture? Should this be imported as normal maps, parallax occlusion or modelled geometry? I am not sure if this would be too expensive and affect performance and lighting issues might occur with geometry. Here are some examples of what…
I just finished these two busts! Both were created in Maya, with the linework done in Substance Painter and final touch-ups in Photoshop. You can check out a full breakdown and explanation on my ArtStation! :)
Hello everyone, This is my first post here on Polycount :) I started building a train station platform for a game environment in unreal engine 4 and I'm wondering what would be the best way to modelize the corners of my windows. I feel like I did it the wrong way... Could someone give me a hint ? Thanks !