Hello, thanks for the reply. Yes, i triangulated the LowPoly when I exported it in fbx, I updated the screenshots of the post with the triangulated LowPoly used for Baking.
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I'm making game models for a hobby project. Some of these models is hard-surface armor. I'm making some of these armors different proportions to fit different sizes. The problem is, even with blender's shrinkwrap modifier the hard-edge outlines of the lowpoly will "slip off" the highpoly and they have to be meticulously…
Hi! Checking the lowpoly in Blender with the Normalmap applied, there are similar shading errors as you show. How does the lowpoly + Normalmap look in Toolbag? Did the shading of the lowpoly change by any chance since the bake? That said, I agree with gnoop on improving the lowpolys' shading. Hard edges at steep angles…
yeah looking at the lowpoly, how straight the lines appear. i assume they built the lowpoly first, then used it to create the highpoly, not sure if it was actually sculpted or maybe just smoothed, baked and all surface detail is just done in a software like substance painter.
Hey there! I try to bake highpoly cube to lowpoly cube with 1 edge on the lowpoly cube, and t tried with merged uv-s, separated uvs, hard edges on uv border, but still getting seams at the edges in the engine. Question: Can somebody show me (or it is even possible to make) a lowpoly cube with no bevel on the edges and…