

Models resolutions are optimized for polygon efficiency. High quality model, correctly scaled for an accurate representation of the original object. material : you can change setting like Base Color, Ao, Blend, Diplacement, Glow, metalic, UV, Normal, opacity ,ORM, Roughness, Specular all material used on characters are modular you can change color of eye ,skin. The model have more than 6 material, eyes nail arm body. If you don't know how to put Cloth on character you can search on YouTube for copyskin for any software

Notice : this package contain all texture and map you need for render as ao,metalic,micron,micronmask,position,wsnormal,rougness,sssmap,transmap and more as external resource to set them up for any render. If you want in-depth insight into how an industry pro creates foliage for games, this is the tutorial for you.Plz Supprot me on artStation Hamza Khaloui Simon also shares critical insights into how to optimize assets for production while keeping the final quality in mind. He covers sculpting in Zbrush, UV creation and setup, bark texture creation, tree texturing, preparing the model for game engine use, and shader creation in Unreal. He shows his high poly modeling techniques for the tree trunk, berries, leaves, and branches. Simon breaks down the process by sharing insights into how photogrammetry can be used as a tool for understanding shapes and surfaces. In this fully narrated tutorial, you will get insights into his AAA workflow for creating trees. We're thrilled to be featuring a tutorial by Simon Barle, a game industry veteran with experience from titles like Star Wars Battlefront and Battlefield V. Simon Barle | Duration: 4:45 h | Video: H264 1920x1080 | Audio: AAC 44,1 kHz 2ch | 1,95 GB | Language: English Free Download Game-Ready Tree Creation from Maya to Unreal
