Hey guys, I have a question about making the low poly for the rocks. I'd show you images, but I'm doing this at work.
Making the low poly model concerns me. I've tried using Meshlab, and it's given me mixed results (like overlapping geo and other issues), making the meshes unusable without a lot of cleanup. The decimation master in zbrush seems to do better, but I still get somewhat mixed results there too and have to clean it up. How do all of you go about making your low poly models? Especially Sebvhe, that is really impressive!
My other issue is when I bake the normal maps. I get ugly artifacts/triangles in the bake, and I'm not sure if it's what I'm baking in (xnormal), my uvmap, or the LP mesh itself. I've tried creating cages from the low polys too and I get the same results with the ugly artifacts.
What is your process of making the low poly models and baking the maps for getting clean results? For production sake, I'm hoping the process is fairly simple and streamlined.
Makkon wrote: »
Now that is a prime example of what you can do when you sculpt a good rock. Excellent work, Prophecies!
Could I ask you about your low-poly creation (and uvmap) and baking process?
Nice, I dig it. Looking to make similar ones for my scene. How did you make the horizontal grooves?
armykillswitch wrote: »
NobleWulf wrote: »
Hey guys, I finally decided to get around to making some rocks as sculpting practice and as overall workflow practice as well. I think they came out pretty well for my first two rocks.
I am still having trouble actually sculpting details into the rocks. I can't seem to control the intensity at which an alpha or brush eats away at the mesh while I am sculpting. I'm still trying to work out how to fix this if anyone has any suggestions. I am using a mouse by the way.