there is no one workflow to rule them all. there are times when starting with the low and doing the high after are fine, there are times where you do the highpoly first, then retopo to create the lowpoly. there are times you retopo just for the sake of a cleaner highpoly and you retopo again for the lowpoly. there is no…
See, you get exactly the expected result. The baker bakes the area along the seams where the highpoly already turns inwards to form it's thickness. Your highpoly has jagged edges and that's exactly what we see on the bake. The issue is not substance nor the baker: It's your input
Hi Jerc, I got those error as well but bake come out nicely. What are those error says actually? I saw somewhere that the error is saying there is no UV data on the highpoly mesh (?) but why do we need a UV data on highpoly mesh to begin with?
One final suggestion I have is for the ability to modify the quickloader naming scheme. Naming things _HP/_LP or just _H/_L is way more convenient especially when you have lots of highpoly objects and multiple fbx files for both lowpoly and highpoly objects.
Hey guys here is a new highpoly with a couple of fixes suggested by Eric Chadwick. Fixed lock bumpers they where indented made them extrude, made indented holes for screw details, made a seam on the sides of the ammo box like the reference suggested. New highpoly with Fixes :)
Zbrush is for sculpting highpoly (organic, mostly) meshes. 3D max is more appropriate for lowpoly, or hardsurface highpoly. I'd say Max or Maya are more essential for game art than Zbrush is, so yeah get it. I think if you're a student you can use it for free.
Then you did it wrong earlier Jordan. You have to have the lowpoly selected when you open the RTT and you want to bake from a highpoly to a lowpoly by the way. Please say if I misunderstood something, but I don't see reason for baking from a lowpoly to a highpoly.
Hi @jaker3278, thanks. I'm not following the common highpoly>retopo workflow but instead I'm modeling this in reverse order (I tend to have different approaches depending on the project). Anyway, at the end I'll just duplicate the lowpoly model, add bevels, and use the new highpoly for the bake.
Are you guys thinking about adding a option to bake from a highpoly texture? Cause that's how I setup my material mask since vertex colors on a highpoly is just to slow for me/blender. Great program btw, hoping to upgrade to the commercial edition one time :)
Hey guys. I've decided to model this m4 for my school project. So far I've finished the basemesh but I guess I will have to split lower and upper receiver. I hoped you could share some of your thoughts on it. I've also started working on the highpoly but I'm not sure if the edges are soft enough. Some of the photos:…