Your bake might be grabbing both sides of the fabric. It helps to think about the lowpoly and how you're going to re-use UVs, while you're modeling the highpoly. For example I would make the lowpoly 1-sided, then after baking I would duplicate and flip the flat part of the fabric (not the loop ends) so the back side…
Waited a while to get this out there on Polycount, but hoping to get some feedback here. This is a project I've been wanting to do for a while. Project Name: Fire Snout Purpose: -Create weapon design from an original idea -Design with FPS perspective in-mind -Take through entire game weapon pipeline…
@Nuclear Angel Thanks dude I understand what you talking about, but my approach to low poly is quite simple : 1) take free low poly hand model with predefined uv 2) use zwrap to project from highpoly to lowpoly. Another option is to use zbrush or 3dcoat to lowpoly over the midpoly (yes, the model is actually midpoly -100k…
It depends on your lowpoly budget. If it allows you to have a separate geometry for the jacket then by all means you should project it on a separate lowpoly jacket. It's better to have separation from the body, especially for textures. Of course you'll be deleting parts of the body that are hidden inside the jacket as…
Hey Fam, Tossing out my First post in this community, let me know what you think of it! So, this is the Main presentation scene I was planning out, mainly inspired by last of us! Highpoly Lowpoly
I think there is a problem in "step 2" for naming convenction ... I realised when I started a new proyect in SP. see the image . I ve exported all the FBX pieces (lowpoly pieces) in a temporally file to work with it (in fbx's blender exporting tab) , it is ok... in the step 2 ... you mentioned to separete propiety and…
Intersting modules Frickenheimer! I'm wondering into how many parts some of these were broken into for the baking/lowpoly. For example that vault door - did that fit on 2-3 Uv maps or was it entirely on one? What size textures would that be? It seems like you'd use a pretty large texture to get this all on one map. And the…
Have a look at the wiki page on normal map baking (the rest is a good read too). http://wiki.polycount.net/Normal_Map#Baking Basically the problem is, as you can see from your test bake on a plane, it's tracing from the lowpoly to the highpoly in a straight line because the plane is a flat surface. However your lowpoly…
Ah yes, breaking up the lowpoly when it's meant to be a single seamless mesh will cause those seams. Normal maps are rendered based off the low-poly normals - as soon as you break polys you will change the normal angle at the break, so when you stitch them back together the normal maps will be trying to calculate lighting…
@Madwish Thank you for the detailed reply ;) You are right some pieces aren't fully completed yet. I will try to salvage some of them though... I know I can work more on the robot. Pedestal for the dryad is doable, though I'm not so sure about turning this into a lowpoly. With the vines/roots hanging all the over the…