
Rock
sketchfab
Practicing high-fidelity Z-brush workflows that seamlessly blend Hi-Lo poly models, while expertly navigating UV-mapping within 3ds max. Baking Maps with precision in Xnormal allows me to create an intricate procedural Map that leverages baked maps like Ambient Occlusion and curvature to dictate the placement of intricate details. I'm fine-tuning Tri-planar switching to toggle it on and off at will. My ultimate goal is to culminate this process with lush, realistic moss textures before bringing it all together in ue4, where I'll utilize these details to craft a tileable detail map in tandem with baked specifics for edge erosion et al.
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