I wanted to make a shiny nice looking helmet after a trip to a museum and doing some sketching of the helmets.
I had a BSOD/boot error thing which corrupted some other parts of my computer and this mishap distracted me from the projects I was working on last summer.
what I want to do,
1) make a helmet which looks nice in a render, currently Im playing about with Iray in Substance Designer/Substance Painter, Octane, and Cinema4d.
2) bake the textures on to a low poly version. I've baked lots of normal maps and things like that on simple objects but I haven't done anything like painting a highpoly object then baking the diffuse to a high poly object.
3) eventually use this project with some stuff I've been working on in Marvelous Designer (although I got no idea how!)
thank you for your imput.
Replies
Low Poly doesn't necessarily turn INTO a high poly via subdividing the mesh. It can, but iut doesn't need to.
For your helmet, building your high poly model where you subdividing a low poly model that has the appropriate control edge loops should be enough to get to where you're getting.
If you want more hand-holding infomation about the terms I've used, I recommend sitting down with the videos on youtube, like in this link:
https://www.youtube.com/results?search_query=subdivision+modeling
Afterwards, you should have an idea about the workflow.
That being said, even after looking through the Polycount Wiki, Google, and youtube, do you NOT have a high-level understanding of what the asset pipeline for a game ready asset is? Totally fine if you don't, we're just gonna have to go through again what pathway you should generally be expecting.
Facets are where I have them highlighted here.
You high poly model should essentially be the most detail accuratee version of the medieval helmet you are referencing.
Regarding the faceting in your high poly model above, you literally don't have a smooth surface there where there should be. Your bolts also don't looks well separated. WIth something like this, you won't NEED to sculpt, but cleaner high poly geo will get to where you need to go.
Overwatch weapons use "floater meshes" to prep a bake in of certain details that would take too long to model contiguously, like bolt holes or indents.