Are you saying that the low poly model doesn't need to have corresponding separate geometry aka "floaters" and that I can just bake my final high-res sub-tools and all onto one single mesh?
Pretty awesome! Any way to take a peek at the High Poly's? I'm guessing you straight used max and used floaters for the dimples on the silencer and grips? Or did you mash those in with Zbrush? Great speed either way. :)
Made the feet and the axes/gear today. not 100% happy with it. Will put some work into the edge loops and will also detail it more. Decide to use some floaters on the feet. I found some nice reference on how to connect gear.
Yeah, definitely go with PhilipK's suggestions! Also, you could add some cool animating overlays on the blue bits in the floor. And holographic floaters here and there to break up the monotone-ness. You know, bring in some color and variation!
^Thanks for the comment.. and sorry for being a noob but what is a floater? is it using 2 shapes and combine them together later? A lil updates also the left sides of the gun I keep getting smoothing problems and cant fix it by auto smoothing =/
If it bakes right, it's fine. In production the ability to iterate fast far outweighs perfect poly placement. A large percentage of environmental assets can be built using a bunch of chamfered boxes with small details being added as floaters or texture information.
I've been working on a track piece for a kart racer I've been working on, this is in Unity and has a moving LED shader for the LED displays. Normal map was made manually by baking the details seperately as floaters and compiling them in the final texture.
Hi guys, I'm new at maxscript so forgive me if this is something simple! I've written a script that has some checkbox options on an options floater. When the floater is closed I write the setting of the checkboxs to a settings ini file which all works fine. The problem I'm having is loading the state of the checkboxes…
+1 to Glynn with exception to the AO maps. MR does very nice AO. it may take a little longer but you get much finer control over the final map. With MR's ambient occlusion you can set a maximum distance value which essentially lets you control the distance at which a ray hit wont cause occlusion. this is great when using…
Man, I should really do a concept like this too some time, I just never run into this stuff :/ Looking good, though that wall piece doesn't look that difficult to not use floaters on, no ? Or are you connecting everything as a single mesh ?