Triangles: 11.3k
Vertices: 5.7k
More model informationPracticing Z-brush Hi-Lo poly workflow, Uv-mapping in 3ds max, Baking Maps in Xnormal, Using said baked maps in conjuction with Substance designer to create a procedural Map that can use baked maps like AO and curvature to control where details show up. Setting up Tri-planar switch to switch it on and off. I plan to eventually finish with some moss, And then in ue4, use the details for a tileable detail map alongside the specific baked details for edge erosion etc.
Dec 21st 2018
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