Quote:
Originally Posted by Bruno
Yes, and I don't have any licensing/distribution problems. I use OBJ as transport between my various apps, so I could do that easily.
I'm in a PBR-based pipeline (metalicity-albedo-roughness-emission-opacity-subsurface) - what kind of image maps do you need? Should I just bake all the lighting into the texture map for you?
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I think, in general, the baked texture map is probably ideal.
What sort of polygon count are these?
I'll be loading them into Tabletop Simulator, so I'll either be loading them native or through Unity. I'll also have to see about exporting as an STL and 3d printing them (when I get my DLP printer working again).