Hello - I recommended you to make your lowpoly match the features of your highpoly more accurately, and drew a paintover showing you how to do exactly that. Also, why would you "worry about triangles" ? Please explain the rationale that makes you believe that. Lastly, if you current lowpoly creation workflow is problematic…
Hi Lion head update after the feedback from here and help from lectures my lion head is finally coming along and is almost near finished for my deadline. Below is the latest version of my sculpt. Still need to create the lowpoly for this my aim was to create a sculpted diorama but also wanted to make lowpoly and place it…
So you have two problems with the normal map. One is that your highpoly and lowpoly are too different from each other. That is causing the warping on on the butt of the stock. Also why the square holes look bad. Two is that your lowpoly normals are all messed up. You need to set smoothing groups up in 3DS max to make sure…
Mine were just a quick mock up I did in 3ds max as an example. No custom cages. Just different smoothing on each lowpoly which give different results. Smoothing affects cage projection when baking. Well in Xnormal anyway. Although the smoothing you use to bake and your final lowpoly smoothing don't have to be the same but…
Have you exported your meshes as .SBM separately??? You must export the lowpoly meshes as a .SBM ( with the "export cage" checked in ) and the highpoly meshes as other .SBM. Judging your image seems the lowpoly/highpoly models are exported into to the same file. After the two SBM files are exported, you must add the…
Is it possible to make changes on the first subdivision (there's my Lowpoly and there are my UVs) without affecting the highpoly? Because I made a Highpoly with a sculpting mesh, projected those details onto my Lowpoly. Before projecting I made a Morph Target so I can get back to my originl Lowpoly where the Mesh is as I…
There's no reason you couldn't use the same process you'd use for baking this information from a highpoly to a lowpoly. Only here, your lowpoly would be a plane. If you wanted to make a normal texture and depth texture for a tree: * Create your tree highpoly * Create your lowpoly object (a plane) * Select plane and render…
You don't have to make your lowpoly non-renderable. Something simple that I do is before I'm about to render I go down on my lowpoly's modifier stack to Edit Poly, go into Element selection mode, select the entire mesh, and hide the faces. Then I go back up the stack to the projection cage. The lowpoly mesh should still be…
Looking good, he looks very stiff and straight from the side though, the spine should have an s curve to it. This thread might help you understand the workflow: http://boards.polycount.net/showthread.php?t=55209 You don't have to unwrap the highpoly, just the lowpoly. You can get a lowpoly by either optimising what you've…
So basically I'm making a barricade for crysis and I want to try painting on the UVs using mudbox, I've made the lowpoly model, aswell as a normal map from a high poly sculpt, then I've uved the lowpoly etc. I've exported the lowpoly model into an .obj file and then imported it into mudbox, my question is how come the UV…