Instead of using turbosmooth, use meshsmooth (a modifier) stacked onto your lowpoly/highpolybase. Because you can just turn on and off the meshsmooth modifier to see how it looks, this keeps the model simple, while making the highpoly sexy.
hey, anyone know of a way to work on a plane to build a tileable highpoly. kind of like in photoshop, basically taking the far right of the plane and when ur sculpting details on there your seeing it come onto the other side as you reach the edge of the other. hope that makes sense?
In the process of looking for a faster way to get a final asset done, i thought to try out the generated textures pipeline without any highpoly, and in a few hours i managed to get to this result. Now i want to find out what there is to improve and with that go to more complex models.
https://www.artstation.com/artwork/lzlmY This is a little side project I did to practice Substance Painter and retopology. The programs I used were: Zbrush (Sculpting/Retopology) Maya (For UV) Substance Painter (PBR) Marmoset Toolbag 2 (Render) This is a basic material keyshot render of the highpoly with a bit of a pose.
Hi, My name is Przemysław Hałaczkiewicz. I'm game artist with some experience. I can make low, highpoly models (hard surface and sculpts) and realistic or cartoony/handpainted textures. PORTFOLIO: http://halaczkiewicz.eu/ CONTACT: e-mail: przemekprzemek221@wp.pl skype: jedairusz
here is the concept that I want to make its a war mallet i'm gonna add a metal end for the handle (maybe in between) just to jazz the handle a little i'll also be adding some scratches and stuff i got my base highpoly, i'll take it into zbrush in a minute
If memory serves correct this will be the first thread I've started so please excuse any formatting or etiquette errors that I might make :) I modelled this in blender over the course of 2 days. I used the subdivision modifier with crease weighting. Highpoly: Reference:
yes, your low poly shouldn't have nearly as much segments as your highpoly. That could be maybe a 16-32 sided cylinder for instance (but with much more on the lip of the cylinder, like 48-64 since its quite large in diameter)
Hi, Here's the stuff from ~2013 (previous generation ;) ). I really enjoyed this project, so I decided to show you some of models that i worked on as a freelancer. All screens captured in UE3 (excluding Highpoly renders). Materials and postpro made by me for presentation (not in-game).
I'm creating a lighting Tower, that could fit into a AAA game and wouldn't looks out of place. These are just some of the reference images i have been using to help me create my model. I have currently just finished my Highpoly and i'm looking for feedback on it.