For starters share a screenshot here first. People might be able to give you directions when you share something concrete and contextual. There is no standard and no right or wrong, there are common tools such as marmorset, sketchfab, blender eevee, unreal engine or unity but it really depends.
Some shots of the rocks textured and in Unity! :D Below are a couple speed sculpting busts, something I'm just starting to do. Did these two guys last week. Thanks for looking!!! That's it for now! Will keep posting to this as get more stuff to show. :D
Everybody is having the same meal cuz most people plate is full of the same thing too haha. More seriously, it does seem like a good engine but apprentlly, it's not as user friendly as U4 nor Unity...it's the only thing I heard about it.
Are you using a game engine for this? I imagine it partly all depends on what you're rendering in. Sorry i'm not very knowledgeable on the topic, but you might find an optimization profiler, like in unity, and test both of the results you've described above for optimization.
For what it's worth here's what the Blender viewport looks like these days - basically on par with UE4, Unity and Toolbag3 : https://i.imgur.com/03kcWxy.mp4 Anyways : take your time, relax and learn one thing at a time, and focus on quality and accuracy. Good luck.
I don't think I'd be too welcome at whitepower.com... I have noticed that we tend to turn in on ourselves when there's no enemy to fight, good thing there will always be someone new and or improved enemy to fight, insuring national unity in the face of true evil.
I want dibs for the non-high profile company guys :p . I'd love to experiment with this on various level editors i'm working with at the moment, torque, unreal, unity etc... and of course make mad useful 3dsmax setups for weird modelling workflows :) !!
Just as it says I rig and animate in Maya. I have experience making stuff for both unreal and unity, I can also make rigs that can be used for cinematics. Facial rigging, offsets, deformations, etc. I also have a fairly extensive mocap library for many locomotion animations already at my disposal. I can work within most…
does xnormal support Mayas tangentspace? if not, ignore maya and check it in your target engine. say unreal or unity on the mesh side, get rid of the ngons, triangulate before export, the exporter or importer in xnormal might triangulate differently than maya does
Take a look at the Viking Village demo in Unity, they did a nice job with detail maps for their wood structures. You can dl it and examine in detail how it was done. http://blogs.unity3d.com/2015/02/18/working-with-physically-based-shading-a-practical-approach/