ok i think i might have figured it out. hallelujah. the problem is in the highpoly mesh and something funky going on when exporting to obj. When I checked the hipoly before exporting, it seemed all is well. then in a fresh maya scene i imported it and i see that some of the face normals were reversed. however even when i…
Thx Herman. @Quack and Bardler- Keyshot is easy to learn, fast to render. Havent got too deep with it, but really impressive so far. Highly recommend it. Keyshot for highpoly and Marmoset for low. that is really all I need for personal. Thanks Paul-about 10 days, majority of the time is spend building the modular/lego…
Usually you model a Highpoly first in Zbrush/Max/maya/modo/blender and then create a lowpoly and UV it. How you make the lowpoly is not important, just make sure that it matches the HP as closely as possible while retaining a sane polygon budget (or more accurate, vertices budget). You don't need to UV your Highpoly,…
So this past week or so I've been busy (read: relaxing and taking it easy not doing 3D at home) as I wanted a little break (sue me!). But today I jumped right back on the horse and busted out the full-size fence piece I'll use to do the perimeter fence seen in the original concept. The idea behind this process is this: *…
i would be interested to see your workflow. this "backward compatible" subdivision style doesnt really work for efficient topology for ingame model. the way a highpoly base mesh is created for sculpting should really have very little to do with how the realtime ingame mesh topology is needed. highpoly basemesh is usually…
The "windmill" thingy is visible in your normalmap, because its also visible on your not so highpoly highpoly mesh. Its coming from the vertex shading of that. If you rotate the mesh around a little bit, you'll see it. Add more geometry to the highpoly.
Environment art is probably somewhat more in demand but doesn't mean it's easier. Character art is one of the most difficult roles to get into, highly competitive and requires a wide array of knowledge, especially anatomy. Based on your current portfolio, I don't think character artist is a viable path. But at the end of…
Hi! Used last weekend modeling in Silo, had to do other stuff lately (still busy looking work here in Finland...) - These were a kind of practice, i only used quads (to make sure these could be used in Zbrush), no triangles or n-gons - polycount for trex is 3000 quads and about 3050 quads for bat. -I didn't use any bg…
What sargentcrunch said. If you must UV the highpoly, the approach that I've used is to append the lowpoly as a subtool of the highpoly mesh, subdivide the lowpoly and then use the "project all" function in the subtool menu to get your details from the old highpoly mesh to your new one.
Hi guys, I created this character some months ago. The character is a personal concept. The weapon is a Gow's concept Lowpoly Character 24k tris Weapon 11k tris Rendered by Marmoset Highpoly Maya and ZBrush Feel free to critique. I hope you like it. Concept Highpoly model Maps Weapon Highpoly model