So the point of this post is to move my leviathan model in to a playable level in unreal, Essentially this post is my journaling of that process.
So to improve my level design skills I have decided to move my leviathan model in to the game engine and actually make it in to a playable level. So the first stage of this is to create an experimental component which I’m going to do with the frontal Haul of the ship.
stage 1: This is what it looks like currently
So as part of my leviathan 14 project I had to go really deep in to understanding the various hard-surface tools in Zbrush. I soon realized that to get the quality that i want it would be impossible to keep things low poly. So I created a process to get the quality that I’m looking for
So this is a question to the experts, so I’m trying to figure out the best method of getting the best normal maps from a high poly to a low. here are the methods I know, and issues I had with them. Just tell me which way you guys think I can get the best quality or you guys think is the fastest?
Got the background image from http://www.space-images.com.
So this was just an experiment on playing around with complex alpha maps, Now I did not make the alpha map, rather I found it on zbrush central. This was just an experiment of me playing with the values, and seeing the best possible results.