Hi! Hm, interesting that you checked in Max but normals are flipped in the fbx. A simple way to check, would be to re-import the exported fbx and check that everything looks as intended. Since its normals define in what direction a face is looking, I would say flipping faces and flipping normals describes the same outcome.…
Yeah you say you think you're doing this a bit backwards and i would tend to agree. It is possible to get some decent results from doing the lowpoly first, but i really wouldn't recommend it. Really the only reason i've ever seen that made any sense to do this, is some people needed to have their lowpoly finalized, uved,…
Handplane 1.5 enabled me to do what I think you want to: After baking normals onto OG-lowpoly, I would bring OG-lowpoly in-engine and see that I wasn't happy with the silhouette or some shit. Instead of remodeling and rebaking (took a long time since I used max at the time), I'd duplicate OG into NEW-lowpoly, do edits, and…
The fonts you're using clash too much. In general it's best to have 1 'special' looking font and then one for the normal text (for instance Verdana or Calibri) Your thumbnails are different sizes, which doesn't looks good. Like the chromatic abberation though. edit: Also, your spelling is off on some images. It's…
Hello, Adding to the great info above : in its current state your head texture is already higher res than the one seen in the lowpoly TF2 Engineer demake. Therefore besides technical tricks like miroring or reusing UVs, you also need to practice painting textures at the pixel level, handling them in a impressionist manner.…
my highpoly look like that: My baking problem lies in that round cutout. Here you can see the topo of both (green is my LOWpoly) This is the UV of LOWpoly: These are my marmoset-baking settings + result: as you can see its very ugly ^^ what i now dont understand is, why is it like that? and what can i do to prevent such…
Hello! Some time ago I finished a project and thought I’d make a breakdown of the whole process from start to finish. This is not a detailed tutorial for every step but rather an overview over the process that I hope will help people (especially beginner 3D artists) get a better understanding of how the pipeline works.…
These next ones are a couple of years older. Both low and highpoly stuff. Some veeery old. You may recognize some of them from some of the online 3d art competitions. Also did a little 360 rotation movie of some of the lowpoly chars: 360 Movie Highpoly Lowpoly Lowpoly Highpoly Lowpoly Highpoly Lowpoly Highpoly Lowpoly
I have an alternative that both solves the skewing issue and works on all sides. It relies on having 2 lowpoly with matching uv and making use of an object/worldspace normalmap. For the sake of comparison we're going to look at bakes from 4 lowpoly and a highpoly with repeating details. A: Default B: Copy of your weighted…