How to combine 32-bit displace maps + Not Enough Memory OVERRIDE Displace Map Generation - 4K 32-bit EXR with highest settings - from one apparently too large subtool = ~22 million polys gives the error Not Enough Memory with Multi Map Exporter, despite my PC having a lot more than 4GB RAM. (I don't want to retopo into…
@overmind19597 I need to know whether or not you used a cage to bake the normals, and need to see your UV map layout, the baked normal map, and what the model looks like without normals applied to diagnose this. Gimme dat and I feex :) Here are some general pointers. I think your problem is one or both of the first two:…
I'd tick the "test both sides" option in normal maps, since it looks like your highpoly is intersecting with the lowpoly, so it cannot project properly where the highpoly is smaller than the lowpoly (because it is inside the lowpoly); ticking the "test both sides" options should test inside too. You can also change the…
Don't use Dynamesh. Use the lowpoly. Use Zmodeler. No need to use SubDiv until you build everything already. Then go up in subdiv lv, and add details. If use follow the above, it's the same thing. Once you have build the lowpoly, then you can start subdiv and add more details. When you're done; you could just use the…
Is lowpoly specialization a viable career path? Yes, but keep in mind your job opportunities will be very different then someone who focuses on highpoly art. Lowpoly artists mostly work on smaller indie/mobile type games, whether it be via freelance or in small studios. Lowpoly artists are also more often expected to wear…
Goddamn polygon lovers. I for one like the highpoly process of making a game asset, but dislikes the lowpoly bit. A voxel technology would take care of that and i wouldn't have to touch a farking lowpoly model ever again and all that's involved in that process (UVing, Smoothing groups, lod steps, test baking normals etc)…
The highpoly looks pretty good, but the lowpoly cannot be compared I would totally rework the lowpoly, theres so much experience to take from this, Its surely worth it. I dont know why nobody mentioned this, but its way too low poly. Way. You put so much effort into this HP and then bake it down to mobile triscount ranges.…
Yeah but what's the point of modelling the whole thing in highpoly, bended and all, when all you need is one lowpoly cable in the specs of your project ? (most of it could be done with no highpoly modelling whatsoever thanks to smart texture sharing aso) You just make that one clean ingame prop using whatever means…
Those kind of straps I would always do with thickness, doesn't make much sense having them just as planes. Thick lowpoly for the straps will increase the polycount only marginally but give you a clean bake and a lot more realistic looking piece.
Hey dudes, been posting the updates on this in the WAYWO thread, but figured as its come a long way, id give it its own thread for some specific crits/tips that ill need to make it pop! the plan is to do a game res bust of the ragetti character from pirates of the caribbean. my initial aim was 6000 tris and 2x1024…