I've dealt with this in the past, and here are the ways to do curvature maps that I know of: Highpoly, no UVs: - Vertex colors: bake in max with http://www.rpmanager.com/plugins/TensionMod.htm - Zbrush polypaint: bake to vertex color via masking High to low, UVs: - Xnormal, bake curvature - convert tangent space normal to…
Yup. XNormal allows you to bake the polypaint colors of the highres sculpt onto the low poly. You just need to 1. Export your polypainted sculpt with polypaint turned on (decimation optional, but if you do be sure to enable the 'Use and Keep Polypaint' option under the preferences) 2. Uncheck 'Ignore per-vertex-color' in…
Hello everybody, I'm Kedi, I am an indie video game artist at Fusty Game. We are currently working on our second game named Hover : Revolt of Gamers and I'm in charge of characters (playable and non-playable characters). I'm designing them and do the highpoly/lowpoly models and textures. I also draw for myself when I have…
Decimate even more, I guess. In most cases you can decimate to 10-20& without visible differences in details. Or do that piece by piece. The only other way is to assign material IDs for highpoly and lowpoly, but for that you'll need to bring your highpoly to 3ds max anyway. You can also break your model into as few parts…
Your best bet at this point is to really focus on the fundamentals of baking. Read into what Normal maps are and how they work. You could also do with just focusing on Highpoly practices. Learn about smoothing groups, edge loops, turbosmooth and so on. Things like edge padding or ray casting mean nothing if you highpoly is…
Well some pictures would help first off. Second, you don't model in triangles because it would be super annoying to use any proper polygon tools on a triangulated mesh. The general workflow is make the highpoly where the topology doesn't matter as long as it smooths properly, make the lowpoly during or after the highpoly,…
I don't think your scope fits in super well with your gun design, looks to basic maybe? to small? And you may need to soften up your highpoly because sharp edges are sometimes unpractical when baked down. See this for details. Other than all that, i think your doing great. Love the design and highpoly details, and your low…
I posted these in the WAYWO thread a while back, but now that I have a thread for all of this stuff I might as well share these up on here also. But I definitely do everything in highpoly because the results are just infinitely better than anything you can get from crazybump, nvidia filter, etc.. Plus you get a beautiful…
It's a matter of preference really. I'm not trying to say xNormal's bakes suck. Just that I don't like it. I can't seem to get the highpoly detail to show as clearly as I can with Max. Also when I wanna bake generic AO from just the lowpoly without a highpoly there, using Vray's irradiance is the only way I know of to get…
The lines between games and feature film are getting more blurry these days. The two main differences are for games you bake normalmaps and for film you bake displacements. And in games you use two or three textures sets per asset and for film those can go into the hundreds. But for both you need to create a highpoly mesh…