Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
PS when you bake your texture put the most possible polygons to create a real nice texture to create an effect of high poly model with low poly on game.
http://www.cgsociety.org/news/article/3356/organic-vs-hard-surface-texturing-how-to-s-from-milen-piskuliyski-
http://www.cgsociety.org/news/article/2684/hanza-making-of-by-j-hill
http://www.cgsociety.org/news/article/3124/modeling-photorealistic-portraits-with-pascual-rubio
http://www.cgsociety.org/news/article/2876/tips-for-creating-realistic-skin-with-ivo-diependaal
If you google this in relation to Blender then you should find articles and tutorials that are more specific to it.
Not sure if I'm understanding this correctly but Procedural materials are generated in Blender then can be reused exported out for engines like UE4?
Also I'm a bit confused about the lightmap. Should the UVW map be the exact same time UVW layout as textured UVW's?, curious since previously was creating different UVW's due to face painting.
Thanks for the links, already been trying to Google it but there are many different techniques so been trying to make sense of it.