Updated my Lowpoly of Makar from Wind Waker today with a little stone slab to stand on. Still that Sketchfab button doesn't do a thing for me, just a dead clic :( So here is a lame link. https://sketchfab.com/show/a6158766696845899ba0d9656b64becc
Thank you! It is all handsculpted in Zbrush. The above picture is actually from Substance Painter so the model is already a lowpoly with a normal map baked in Painter. I think I should've included something to make that apparent, excuse me. :smile:
Another small update: I have completed the cape, head, and hair for this character. The current polycount is 45k triangles. Next week I'll move on to finalizing the hair cards and correct some small issues with the lowpoly mesh. Feedback is always welcome!
Also this seems like a good place to ask, when applying for an environment artist job is it better if my portfolio is filled with the same kind of art (scifi or fantasy or lowpoly etc) or is it better to have a variety of images from different styles of environment?
I'm seeing a lot of ngons in your lowpoly model. Some of the stuff you have modeled could be baked but not much. Clean up the topology and do a pass on your hp to soften it up a bit and no doubt the bakes will come out excellent.
To my understanding synced normal maps mean that the tangent bias that the normal map baker uses matches the one that the game engine uses. Different programs have different ways of how the lowpoly's normals effect the normal map. Very math'y.
you are using smoothinggroups on your lowpoly, you need to split the uvs and move the islands apart to make that work with smoothinggroups, but also yeah try to use wider edges in many cases :) also you should not model the indents like that |_| but like this \_/
A question for you is, does it have to be 1 subtool only ? Do you really have to weld them together ? I know many characters have head on separated subtools. You might also try ZRemesher to recreate the lowpoly topology.
I know it can´t bake to different tools, but he let it sound like zbrush isn´t able to bake high to low at all. All it takes is importing a clean uv´ed lowpoly recreating higher subdivisions and bake then .
Don't bother with normalmaps in Zbrush - that's not what it's made for. Simply do the following : - Export your high from Zbrush to OBJ. If necessary, decimate it using Decimation Master. - Import it in Max. - Build your lowpoly in max, give it UVs. - Bake in Max.