thx, throttlekitty, will have to try that out. :) just quickly checked the maps (in 3dcoat) from the xnormal bake to the lowpoly...no diffuse paint yet, just normal and AO: attack of the killer phallic-check (1-2, check,check)! :poly122:
wow, these models are brilliant mister! They would fit nicely in the 'mobile gaming and web 3d (lowpoly)' thread ;) Looking at those models it is hard to believe they are actually 500 triangles each. Really nice work! You should create an enviroment!
Please write what each pic is representing, right now it looks like you do a strange mix of highpoly and lowpoly and its very hard to tell what you are trying to do there and whats done and what is blockout etc.
Hey guys so I added his sword (Yay) and got some awesome feedback from an amazing friend. Heres some renders from keyshot. On to the lowpoly properly this time :) https://www.artstation.com/artwork/v20DYx Thanks for looking
Oi Oi Oi! It's true:) Just posted over in the Low-poly Game art. It's both my first lowpoly(sticking to the below 500 quota) and the first thing I've textured! Take a look if ya give a hoot:) Blaaarg!
*Update 2: Lowpoly Finished (starting UV's unwrapping.) High poly: 1.777,076 Tri's Low poly: 20,403 Tri's UV's will soon be unwrapped and then will be brought into Substance Painter to be baked (same process for the characters when I get around to it.)
Here's a prop I made, inspired by the Eat3d pillar tutorial. It's not perfect, obviously. But I learn't a lot with it! So I'm confident the next ones will be much better. LowPoly: 3dsmax High Poly sculpting: MudBox Textures: Photoshop thanks
Create the hipoly off of zspheres or a base mesh then find a good, Max (or other) friendly subdivided resolution that maintains the basic forms then export it out and build your lowpoly topology off of that. Unwrap that sucker then go back into zbrush to bake.
Looks like there are some non-manifold geometry in your low poly. Just run a Mesh > Cleanup (using Maya here) and the bake should be good. Here is the fixed lowpoly: https://www.dropbox.com/s/60jw1y0em0qnkl5/lowpoly_reexport.obj?dl=0
I think this is solved by changing the Object Properties of the lowpoly mesh to be not visible to the camera. Because when baking with Mentalray in 3ds Max, it renders both meshes for some dumb reason. It could also be this: http://wiki.polycount.com/wiki/Texture_Baking#High_Poly_Materials