Lowpoly finished. Based on it, I made highpoly in max. The bottom of the body of the grenade had to be polished in Zbrush. Bake maps in the marmoset. I liked it there, you can visually edit the cage and the direction of the rays!
Heres a quick update to the highpoly nose, iv been totally slacking on this lately so im gonna try and call the highrez done unless someone spots some dodgyness, and get on with the colours and shaders!
Whether you start a model in Max/Maya/etc. and bring it into ZBrush later, or do most/all of the highpoly in zbrush, that has more to do with your personal work flow preferences then anything else.
Hej everyone! This is our throne model. I modelled the base mesh in Max and exported it to Zbursh for the small details. Texturing was done using Ddo. First image is the highpoly, second the baked and textured model
You can simply bake a new normalmap from the highpoly model to the new lowpoly model, or, you can apply the existing normalmap to the original lowpoly, and bake that to the new lowpoly. Both should work.
Your edges on the highpoly's hard surface objects are too sharp. You should soften them up so they bake better normal maps. Are you going to make the wrap separately on the stock/butt?
Of course, thanks for the help! You can download it here: https://dl.dropboxusercontent.com/u/4406779/DDo%20Xn%20padding.rar I also supplied the Max file with highpoly and lowpoly, in case the baked maps are incorrect.
I don't know how to check Tri count in UDK, it used to stat the polycount in UE3 but in UDK its changed so I cant find it. EDIT: The scene is about 56k Tris. HighPolys.
I'm with Angry, some breakdowns would be awesome! And your highpolys already look great but you said your waiting to get some sculpting in, do you use sculpting for just wear and tear?
Here's a WIP of highpoly shoes I'm doing for my survivor, having some trouble cutting in all the stitched shapes. Will be beating them up a bit in zbrush once I fixed the stitched areas.