I'm very interested in this tutorial but I'm a blender user, instead of a maya one. would it still be possible for me to follow the final rendering steps?
I have a question. After decimation, can I paint with a tileable map without Zremesher or topology? I wonder how tileable map texture and painting are possible without topology.
HI guys, I have a question, I bought this class from you and I have a mesh that already has all the height geometry from Zbrush. Do I still need to do all height information you did if I already imported a high poly Mesh and Baked the normals in in Substance Painter?
Can you tell us how does this workflow compare to using Mari/TexturingXYZ maps? btw I wish you guys do an UE render and show us how to do a proper skin setup there as well.
This course looks awesome. It's a pity skin material in Maya for Arnold. Why not blender? May be it's possible to include blender part in this course, like a bonus.
How big part of the result is dependent on having a new substance painter that has the warp projection and having Arnold/Maya? Anyhow keep up the good work, hope you guys make a advanced Eevee lighting set up tutorial at some point.
Thank you Simon! You can use it without the warp projection feature. We only do the face height map this way. The color map is fully hand painted. Arnold makes it look a bit nicer, but there's nothing magical about it. We are using a randomwalk v2 which gives you lovely sss, but most other software also has randomwalk, though v1 instead as v2 is a custom Arnold version. In short, you'll definitely still get a lot out of the course without Arnold and the latest version of Painter