I just recently got back into ZBrush, and have been trying to apply UVs to an existing ZTool. Despite following tutorials precisely, the normal maps I export out of ZBrush always have a sort smoothing error on each individual polygon. It almost looks like each polygon's UV coordinates are flipped or rotated, not so much…
Hello everyone, Thanks for clicking here I am working on a medium - sized, stylized environment and thought I`d share some early stage screenshots. The idea is to create a very atmospheric forest scene where colors, lighting and silhouette dominate instead of low - frequency details. I will be using normal maps and the PBR…
I tried making a test trim sheet earlier, it seems to work okay with a few floating polygons for the trim details. Very low poly. However it only has AO, Cavity and Normal map data. So I assume it's not good, since I can't change the colors or text of the buttons etc? But if I do a trim sheet with already textured…
Make with polygons, alpha method is more expensive, DXT5 instead of DXT1 texture, alpha overdraw, and would look worse in low graphics settings that polygon version.
You could use those polygons a lot more effectively on that mesh. The silhouette is rather simple but the polygon density looks like it would be something that would deform.
You can select polygons and use Detach in the Editable Poly rollout of the Modify panel to make the selected polygons into a separate unique object, if that's what you mean.
I think triple is simply the Lightwave term for triangulate. Apparently it's also a way to check for degenerate polygons, since they mention 1- 2- and 4-sided polygons.
Checkout Polygon Academy: https://polycount.com/discussion/211965/gamedev-q-a-video-series-polygon-academy https://www.polygon-academy.com/ A ton of industry advice, relevant too your queries.
This model is much more interesting. Just watch your polygon distribution. For example, there's a lot of smooth arches, but the ground level, curved borders to the walkways should be smooth as well (not so polygonal)