Hey guys! :D Just decided to share the result of my Twitch stream today! Ammo pickup asset for a FPS game!. 830 TRI! PBR Material's! Enjoy! Highpoly Wireframe Final piece [SKETCHFAB]6f0efa3fcaa34040858302e9504ba90d[/SKETCHFAB]
Hi everyone i don't know why 3ds max render to texture normalmap and occ is working weard i resized the highpoly a bit more than lowpoly and triangulated the lowpoly but why triangles are coming in map.
More videos presentation on my Artstation - md_ridhwanborha artstation - ArtStation - Unreal Engine 5 - The Bouncer, MD Ridhwan Borha ----------------------------------------------------------- I would like to credit these 2 awesome artists whose artworks gave me inspiration to final designed the character, The Bouncer.…
For your highpoly meshes I would still use offline rendering. Nothing too fancy but your not deceiving anyone by presenting your HP work with some nice shading and lighting.
Made a quick one. Quakes pixelated grit speaks to my heart, i hope i'll be able to give it what it really deserves. model Couple more highpoly shots at the Artstation
I think you're hosed if ur highpoly is gone. Just move the pieces in photoshop with smartobjects so you only have to do it with one map but don't rotate your shells.
no, its only used to optimize the highpoly for better performance when baking and creating maps, you must absolutely retop or create a low poly version of your model. there are no shortcuts...ever.
Ah yes, the one I wrote is basically just for mass bridge-capping on lowpoly models, miauus one is more for highpoly and stuff that's not geometry constrained. Both are useful for different purposes.
I'm retopologizing a colt revolver i made, the original file got corrupted but i had a obj of it for the highpoly so I'm using 3DS Max to retopologize it using step build.