Main focus is creating game assets - weapons, props etc. My current workflow includes highpoly, retopo and UVing in Maya 2016, then doing all the texturing in Quixel. I'm still a newbie in the CG area. I love Maya to pieces but I feel like I'm spending too much time making subdiv work and messing with topology I'm going to…
I havent been able to get anything close to usable with this method. Ive set it up as follows: The low-poly mesh is in both the High definition meshes list and Low definition meshes list. In the Low definition list, the path to the normal map is placed in the Highpoly normals override file section and the Highpoly…
I really want to find a way to turn a rough lowpoly model done by using ton of boolean operation in 3ds max (with propperly set smooth groups but crappy topology) into good looking (but not ideal production ready) highpoly. Or at leas give this lowpoly a fake look of a highpoly. The final goal is not production ready asset…
Hi, I'm a freelance 3D artist and looking for part time works. I'm using Blender for modeling and Substance Painter for texturing. I can model high poly objects and lowpoly objects. But I don't do character models. I also sell models at cgtrader. https://www.cgtrader.com/weeray Availability :- Available Following objects…
Hi! I come here to ask two questions. 1st is, is this problem with jagged lines in textures caused by not having 90 degree UV islands? And also, I would like to know some tips on the workflow with highpoly to lowpoly. I would like to know how would you approach the texturing process where you would be able to use the…
In response to your last question: Absolutely not, in fact I would say that especially in Epic's case (GoW, GoW2, UT3), the highpoly modelling and the amount of detail they get out of normal-mapping is one of the key things defining the style of those games. There's no way you could make a game that looks like that without…
doesn't matter what order, you do them in, you just need a lowpoly with UV's that encloses your highpoly. i tend to start off with what i call a medium poly, which is more or less me modeling the basic shapes with out worrying about optimization at all. than i will copy that twice the first copy i will add my supporting…
So, recently I've undergone this huge focus on highpoly work. It's not something I do at work (previous and current employer) as often as I think we should be, and its just something I sucked at previously. With the help of Paul, otherwise known as Eraserhead, I had a fire lit under my ass and have been going at it now for…
Hi, I'm modeling a highpoly pocket watch, and just need some feedback. [IMG]http://C:\Users\thanhhoang\Desktop\HoangProjects\scenes\PocketWatch.jpg[/IMG]This is my ref erence Image for it. [IMG]http://C:\Users\thanhhoang\Desktop\HoangProjects\scenes\PocketWatch[/IMG]
Highpoly Created in 3ds max and Zbrush I couldn't find any Blueprint or side view for this so i took a screenshot from a Youtube Video . :) My Artstation - https://www.artstation.com/shubham01