Hi At the momtent I am working at my first big portfolio piece. I've done the highpoly and the lowpoly (which consists of 9410 Tris) so far. C&C much appreciated! HP: LP (Normal & AO): Wires: http://dl.dropbox.com/u/44410892/wires.jpg
Greetings polycounters, i am working on a small project of my own, and i am not doing highpolys. Just low poly objects with simple maps. However, i am looking to add AO map as well. Is there any way to bake it? i use max and xnormal.
Just finished up this generic powerbox... or is it a telephone box??? I have no idea anyway just practicing with highpoly stuff with bakes and what not. I brought this into Zbrush to do the small details like dents and what not. Crap now that i look at it the wire on the bottom could use a bit of softening :P
would u be my lover? current model that i got in the works. first attempt on a full character at highpoly early wip still gotta do tons of things. hes supposed to wear some kind of diving suit. not exactly 100% sure of the entire look feedback appreciated
Hi polycounters! I think its better to put all related content in a single thread instead of many small threads, so i'll be posting all the fantasy weapons i'm making for Skyrim here. Critiques welcome :) First 3 highpolies:
Hi PCs! When i decimate my HighPoly in zBrush, there are often some bad triangles like shown on the picture: I can repair them in Max but sometimes there are so many, and thats stupid. Is there an easy way to avoid bad triangles when decimate? Greetings Gazu
Sorry for the very noob question. In some threads lately there is mention of hand painting normal maps, what does that mean? Is that painting black and white and then converting it to a normal map? What type of details lend well to hand paining normal maps as opposed to a highpoly model bake?
Hi there,I have an issue with Substance, basically when i try to bake one object it work just used a FBX as Highpoly, but It dosn't work with an OBJ file, in the previus versiono of Substance, I had always used an OBJ file to bake. Please help me
Pictures are worth a lot more than words: Issue: Highpoly: Lowpoly: UV Layout: Normal Map Result using Xnormal: The only thing I can think of is the bevel on the high poly is too severe to be captured by the 90 angles of the low poly.
I've been messing around with transfer maps in maya and I cant figure out why my displacement maps come out looking so grainy. Is this a Vray setting or a material setting that Im not seeing? left side is whats being displaced and right side is my highpoly