When you use the decimation master there are options for retaining polypaint. So you can set-up your UVs, polypaint, decimate, then copy your polypaint to UVs, export everything into Max and then bake. http://www.pixologic.es/downloads/files/pluginz4r3/Decimation_Master_Documentation.pdf I can't quite remember how the UVs…
Yeah like feanix said bolts (and any surface that goes in or out but and won't be modeled on the low poly) should be modeled like _/¯\_ or ¯\_/¯ not like _|¯|_ or ¯|_|¯ on your high poly if you want any illusion of height to transfer over to the normal map. Stacking and mirroring UVs for normal mapped assets can work in…
Hey Gregorein It's sad to say but I have to agree with people above. You've got a general idea but you haven't pushed it further or explored it for all possibilities. I'm I right in thinking that this is intended for the spring event? Well since this Chinese new year is the year of horse and Naga has a aquatic theme maybe…
VR could be useful for modeling if it included realistic human interaction. For example, imagine shrinking down inside an environment and punching a car. The model would leave behind dents that look as if they came from a real fist. Or if you carried around a bucket of water or dirt, and threw it at stuff. That would give…
Why it has to be same app for modelers and animators?Nowdays you can easilly transfer meshes via fbx, so modeler can use preferred app for modeling and animator can then animate the fbx file in maya. I have been using max and maya while being a student because its a standard but once I got hired, I had to switch to modo as…
To be honest with you, I'm not sure how marketable your work is in this set of examples. Beyond everything seemingly as though they are speed sculpts, I think the work is hard to relate to. Like, if I were recruiting for the projects that I have been on - it would be hard to see how this work would easily transfer into our…
Nice details and the ram shape seems more defined this time. I don't know if it's because of your image size but from this distance your edges for a high poly sculpt are way too sharp and I don't know if they would transfer well to a normal map. You could probably smooth them a little bit to make them thicker. I try to use…
CrackRockSteady is exactly right. Vertex count / Index's are key to transferring UV's in max. If your topology changes you cannot copy UV's. As a matter of interest are you baking normal maps with a different mesh to the game res asset? This sounds like an exceptionally bad idea as normal maps are tied to the shading of…
Proportion are loads better, although I think there's too much going on on his arms. Since all the muscles are so bulky then tend towards standing by themselves rather than unite into a single shape and flow. Again, looking at the side-drawing his forearms are much thinner than the upper arm and only the major muscular…
My 2 cents ... Don't go into debt for this. Use free tools and save your money until you can afford the ones you want. The painting and modeling techniques you learn on the free stuff will be pretty easily transferable to the better software so you aren't wasting your time at all. If you hate the free tools, well, that'll…