daamn, i love how the high poly turned out. The mouth area on your low poly mesh seems really messy. it doesn't looks like it would deform very well. doesn't really have nice neat edge loops around it. and that thing under it seem to have an unproportionally high amount of polygons. looks great other wise.
You could also get the quad chamfer modifier plugin (Worth the cost) and use it to chamfer on smoothing group boundaries or within edge angle threshholds automatically to get a perfect smooth. You can also use the custom vertex normals with a single segment chamfer to get perfect smoothing without a normal map and only a…
Fairly straight forward hardsurface task from my POV and very likely there wont be a specific workthrough online for you too follow. So I'm curious whether you've previously modeled an object of this level of fidelity, polygonal or otherwise? It's only because I see a couple options at a glance how you might proceed…
You can use the polygon and shape nodes to create basic shapes and then use the transformation 2D nodes to move those shapes about the texture. There are a couple different ways to achieve this. There are plenty of awesome tutorials on the substance website! Once you get the basics.. it really just becomes how creatively…
@Pinkfox Thanks a lot for all of this information. I did not know about Polygon Academy and from a quick look it really seems like its going to answer a bunch of other questions I have. I'll do what you said and create two materials. I also didn't know you could use different instances of the same material, that's nice.
In theory, shouldn't a normalmap solve the crappy smoothshading you get with any of these version? I mean, some of them which are sharing same smoothing areas look crap due to the lack of polygons and extreme angles right? When these are compared to a highres perfectly smoothed version shouldn't the normal map neutralize…
Rather than trying to match 1:1 what you see in the game, i would take it as a concept and use it as inspiration. Remember that Solaire was made with some pretty brutal restrictions in terms of polygon and texture budget, and so things like his gorget would not be functionally accurate. Make Solaire, but make the Solaire…
The things you sculpt in ZBrush aren't really meant to be used in a game as is. My sculpts, including the subtools, usually end up at around 40 million triangles. So I use the sculpts to generate normal maps (and cavity maps, etc) for a game-specced lower res model that I make separately. ZBrush produces as many polygons…
1. Have your object pic 2. Create your custom plane pic 3. Turn it into a model pic 4. This model container is represented by a null. Select it and turn on Child Comp pic 5. Align model's null to polygon (the plane pic 6. Snap it to the plane pic 7. Freeze transformation of object pic 8. Instance and scale pic
ups, my bad, i didn't notice it. 0 replies the notice must not be good enough for the ppl. Actually, modo is the best modelling program in the market with the fastest viewports ihmo. To see which program can handle more polygons is something to try. I don't dare to say that mudbox is better for sculpting because i haven't…