Because its very obvious why you got bad results. The name of the map is curvature and your mesh doesn't have curvature, nor even smoothing groups. It doesn't work like the bake will look like how you want it. For example, just because you want it to have flowers it won't bake you flowers unless you have one in your…
You could pack those UVs more, there is a lot of empty wasted space, that could be used to improve the texture density. You might also get into some problems with some of the islands being too close to each another, that you could get some bleeding over, especially with normalmaps that could show up as seams. I just…
Where did you place cage? You need have lowpoly plane below, highpoly in middle and cage above (copy-paste low poly to use as cage) I dont think cage distance matter (I put it far away it still worked with default bake distnace settings in SP), but it shouldn't overlap with high poly, and high poly shouldn't overlap with…
Well, first time I tried on another tire (same low poly model), everything worked as it should. But on the second tire, normals just went crazy, don't know why. Models are made in Cinema 4D. LP and HP tires where normals aren't baking properly: Lowpoly: https://app.box.com/s/okq3x9911oz15eixcd3fg4vcem5ij65t…
Well, floaters are just way way faster. Could do it with meshfusion if i Really wanted to, if it was only for highpoly renders, but otherwise i'd stick to floaters, its just so much more efficient. Finally wrapped the highpoly for the door up. Not as happy with this side as the other, but hopefully it will be a good…
Update: I've started from the base to refine and detail the vehicle to what will in time become the highpoly. I will still add all the cool clutter and all that good stuff, make some radio etc, but I wanted to get going with the highpoly, there's no turbosmooth going on yet. Still early (obviously). Though, this is my…
Thanks for the feedback :-) Yeah, the wall came out kinda flat, I'm gonna give it another pass and see if I can fix that :) Problem is that that area actually is kinda flat in the highpoly, might need to bump it up in the highpoly aswell. Also I'm very pissed at myself because of the poor design of the wall, it was kind of…
I dont use zBrush for any big uv job. Sculpt and paint the highpoly in zB using spotlight then straight to Blender for retopo and uvs of the lowpoly. Never done wrinkles but I reckon it would be faster and easier in zB.
walls of text are great. it means you engaged and thinking ;) Yes in some cases having a highpoly for nice edge highlights can be good, usually for hero assets, floorboards on an overall environment not so much in 80% of cases. Some games do more highpoly than others depending on art direction and how their engine best…
you can in fact do that, with a bit of planning you can get nice shading made from the lowpoly. But the lowpoly might not be the most optimized. It's a technique i came up with for Project Phoenix, an indiegame we are just working on. I didn't want to lose normalmapped shading on lowpoly characters just due to budget…