Done with the hp in blender, going in zbrush for final details, than lowpoly and bake. @Auldbenkenobi Great Hpoly man! :D @DeviatePanda: Great job on the handpainted texture, but just one thing, isnt the tape that is holding the tank on the "stock" too loose?
Whoaaaa O o! So you mean, I can paint materials onto the highres itself, then I bake everything out to lowpoly ?? Can I render out the highpoly stuff itself ? In 3d-coat? In Keyshot ? Back into ZBrush ??
i am not quite sure where your dilemma is, it's not like highpoly models give you any texture, it gives you some info for the texturing but you will still probably either handpaint or photosource your textures over the baked lowpoly
Hey Jakub, It looks like the silhouette on your original asset doesn't follow the lowpoly well enough to get a good bake. You might need to make it more high res, if I'm reading your images right. Good luck!
Number two at least is a feature, not a bug. That exists so that if you're trying to use your UV space efficiently by stacking similar/identical bits of lowpoly model on top of each other, the program doesn't unstack them and pack them individually.
Had tons of fun with the RIOT Contest, but it's time to jump back into this guy. Finished his lowpoly, unwrapped, and baked some base colors along with his Normal map and AO. Bunch of tweaks and then Im diving into texturing him =D
Well, your high poly has it's own normals. That doesn't mean they'll display perfectly on your lowpoly. You have to transfer them properly. Do you have a low poly mesh in max with the normal map displaying nicely?
Thank you!:) Jakob Gavelli: Well, not a big thing. I just model the lowpoly, and use vertex snap to fit the texture. Then i paint it in photoshop with pencil tool. I will double the texture, so it will stay sharp even with texture filtering.
You can assign a base texture to your highres mesh in xnormal and bake that to your lowpoly, or you can bake vertex colors from your highres as well, both are viable ways to transfer a diffuse map from highres to lowres.
Whenever I get shading or normal issues from imported geometry I always use the collapse utility to reset and unlock normals. (I do that regardless too, just as a precaution) Maybe that'll help. If this is for the lowpoly, I don't think you would need the normals coming from the external application anyway.