Hello people, To pratice some highpoly modeling, highpoly to lowpoly and sculping im going to make a small envirnoment. Here are some screenshots of the progress The blockout plus some finished tiles The window tile some of the textures.. Both at 1024x1024 for now the normals are baked from a highpoly. Feedback is welcome,…
1. Make highpoly entirely in modeling application or Model basemesh/highpoly and then import it to Zbrush/Mudbox to add details or sculpt on it 2. Make lowpoly by either modifying highpoly mesh or retopologizing it to create low poly 3. Unwrap UVs 4. Bake maps 5. Texturing
What's the purpose / use case? I'm asking because this doesn't look like it would be animated and you could either use triangles and/or go with an automated retopology approach. Other than that, it looks fine, e.g. if you simply wanted to practice working with the tools and how to go from denser to less dense areas, but it…
HP is highpoly yes, i didnt test in substance painter but as you showed marmoset i assumed you also baked there. As i made the highpoly out of my lowpoly it had UVs, often times its not good to have UVs on the Highpoly because it can result in hard edges inside marmoset.
[ QUOTE ] art test for gearbox... what a failure... they say "we want you to make a highpoly gun" so i make a highpoly gun, then they go "well by highpoly we meant 1300 polys and btw can you make something realistic?" [/ QUOTE ] .... o damit.. how i love this biz
Well having made games for a while, I'd say it isn't dead as I still use it! On a more serious note SUB D is just one tool and approach to highpoly modelling that is available - techniques will differ depending on studios and artists. I'd say that it is a pretty useful skill to have - not all studios will have licenses for…
Highpoly models need to be rendered nicely ofcourse, but they don't need to be rendered in a real-time solution, IMHO. I think it's perfectly fine to pick one consistent way of rendering your highpoly models and another one for your lowpoly models. Noone expects highpoly meshes to actually run in a real-time environment.
Well, task 6 took me far more that a week, but I'm glad that I've learned a lot about modeling/baking pipeline. Highpoly - https://imgur.com/yXpUsrI Lowpoly - https://imgur.com/iFryfov Highpoly wires - https://imgur.com/fLj945N Highpoly polished - https://imgur.com/NrzB6cu Lowpoly - https://imgur.com/eK5o9Si
hey working on the highpoly of this, which i def will lowpoly and texture. (unlike my highpoly sci-fi wall which i just left as a highpoly) heres what i've got so far (i realise that i've got the wooden cross bit at the front too low but sincei have my cannon in a different position thats how it is): this is my refernece…
Thanks for the advice! I guess making the piping in maya along the curve of the seam would've been easier, yeah. I already made them in MD the way I mentioned before - by creating tubes from separate rectangles and then stitching them to the edges of pillows. I then switched them to quads, exported as highpoly; reduced…