Hi The Desert Eagle is here XD This is my recent work that we made in collaboration with Emran Bayati Polycount is around 6000 tris and all mapped in 1 4k texture set. Please leave your comments below and let me know what do you think. HighPoly Modeled By my friend, Emran Bayati.
God damn beautifull! Can you share with us a wireframe and close-up of the pirate ship? What is your workflow on texturing it? Did you use tileable materials for the wood on the pirate ship or did you do a highpoly sculpt?
Allright, I did the unthinkable. I textured my 10 million polygon highpoly. Tell me what you think, I want this to look realistic, I'm thinking of using it as a portfolio piece. Any c or c welcome!
Well I took a low poly into mudbox and subdivided it into a highpoly mesh and than using the export maps created a normal that I sent into maya. When I render it gets the seams. They seam to be inverted on spots. Here is the latest example
Thanks guys =) yeah its a lowpoly model, has around 6k polys. Thanks ;) itsmadman: dont get it. Its exactly like the highpoly, so like i want it. One site sharp edge, the other not. But anyway, thanks.
get some specular going and add some variation and interest to the lighting. scene seems kinda flat at the moment and the materials have no definition. your highpoly's look great you jsut need to play with the material on your LP's more
Started working on a tiling floor material. About 3 hours spend on it. Modeled a highpoly, baked it on a plane, added a few rivets with NDO and threw it in DDO. Did not do any painting yet, these are all slightly modified smart materials.
the pictures look so bec I like to use renderman to make my screenshots ^^ later I will use another style and not so pbr like ... thought for myself in private it would be nice making a pbr version of the highpoly later ^^
I spent a year in school for 3D, where I was taught this neat trick: if you apply self-illuminated red, green and blue textures to your highpoly, you can bake 'm down and have neat masks in Photoshop.
Yeah, exactly! The bevels you have would in a best case scenario take up 1 or 2 pixels on the normalmap and look aliased from a distance. There will be some more disparity between the lowpoly and highpoly but it should work fine anyway.