I'd just tell them that access to the highpoly models will cost extra. are the models based off designs they gave you? if this is true then the highpoly models aren't really yours to keep since they're 'derivative works' what does it say in your contract? does it say something like "submit all files related to the job" ?
"Lowpoly" really is a relative term. Polycount really depends on the camera perspective and target platform. for a mobile game this would be considering highpoly as fk! for a 3rd person game its probably fine, and for a FPS or VR game its way to low. is this the base for a highpoly mesh? or your final lowpoly mesh? do you…
Hey man make a low poly for your M4 and render out a normal map for it. If you are showing a highpoly model don't display the triangle count for it. Oh and put your props above your cars. Your props are your strong point right now. Make more highpoly pieces to, keep practicing =D
I have a low poly mesh riddled with tri's and an edge flow that's not ideal for highpoly. Curious if zbrush's retopology tool would be a good idea to just import the mesh and retopo the low before building it into a highpoly. Other wise I plan on rebuilding/replacing different chunks of the mesh as I go in maya. Just…
Hello! I have been working on this for a bit now, but I forgot to keep it updated here on Polycount. This is my Nightcrawler Marvel Rivals Fanart based on the concept by @ishaliart (Her and my artstation are linked below where you can see the progress there). This version of Nightcrawler is intended to be a Strategist…
Hello guys, I've been following the Ultimate Weapon Tutorial - by Tim Bergholz. And it is a very great tutorial with a lot of new techniques and tips but i'm stuck at the baking part in substance painter and before diving into the problems and what I have tried I want to share what i did before taking the model to…
Hi. This is a method I came up with and originally shared on chamferzone, but since I can't see any evidence on someone using it before me I feel I'd share it to a wider audience. The concept is that when you're creating a highpoly to be baked later onto your lowpoly, if you use floaters they'll often get distortion…
I finished a thing again, whooo, once in a full Moon or something like that. It was fun to do some proper fan art and just having fun with designing details but knowing the limit of the base design. Here is a link to the artstation And here is a shot from Zbrush of the highpoly head. I should probably do some proper…
Cool project! Both those approaches could work for the highpoly source to bake from. Depends on your skill levels with sculpting, vs. with procedural mixing. I suspect sculpting, including alphas, would be the quickest. Good procedural mixing is easy to start but difficult to master. For realistic hanging folds on the…
500K isn't high for the highpoly. You don't unwrap the highpoly and put it in game. You make an optimized lowpoly, uv that, bake maps from high to low and put that in game. Your other questions, there isn't enough information your post to answer them. I would suggest looking at some basic tutorials on normal mapping and…