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Noob-Question. Texture for a high detailed car

cris21mil
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cris21mil null
Hello everyone! Im working on a personal Project for fun But i don't know what the right workflow should be. I want to model a Car And Then in substance painter i want to add details like rust mud etc. I would like to render The Car pretty Close to The camera, so My idea is To render The high poly versione with The textures. How should i proceed in order to get a Good result? Im worried that if i bake the high poly and Then apply the normals on The Low poly It Will show up Not that great. Should i unwrap The high Poly (is that Even a Thing?). Put me in the right direction please! Thanks for The answers!!

This amazing work made by Anri Ford is an example 
https://www.artstation.com/artwork/DA8Qn

Replies

  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    YOu can model and unwrap the high poly model to texture it if you want, yea.  Substance Painter MIGHT chug though depending on the high poly weight, so you might want to look into something like Mari or making a very heavy low-poly mesh.
  • Square_Triangle
    One option is you could Polypaint  a hires mesh in ZBrush and then retopo the hires mesh (with as many polys as needed) and UV unwap it (or try decimating it if you want to stick with lots of polys). You can then bake out the base color vertex painting from ZBrush using XNormal (vertex bake). You could then import the baked color map into Substance Painter and load it into the color channel of a fill layer. Add more details as desired. That way you have a "game mesh" and not just an ultra dense hires mesh. As Brian noted, you will likely get tired of waiting for the chugging lag resulting from using dense meshes.  Good lighting will be an essential element of your stew. That render you linked used Corona to render (car for a game). Message him and ask him how many tris he used.
  • cris21mil
    Thansk guys! i will try to ask him! Today i collect several other examples and i think that the best result (or the best result i can get with my current knowledge)  is to make a heavy low-poly mesh and then use normals from the higher res. I saw pretty good render using this technique so i will give it a try. 
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