Either add more geo, or sink your lowpoly into your high res some more. Notice how the black artifacting matches exactly with your screenshot of your lowpoly jutting out? That black artifacting is because the rays are missing any detection from the high-res at that angle.
Did a little rendering inbetween working on the lowpoly, these are the final clay renders. I recently finished the lowpoly bake as well, 51,246 tris and 2x4k maps. Check it out in the marmoset viewer on my submission page: https://www.artstation.com/contests/beyond-human/challenges/24/submissions/21347
Thanks guys! :) I didn't model the lowpoly in modo simply because I'm too comfortable in maya, and I have a good workflow making lowpoly and uv mapping there. I guess I should learn that in modo. :P Here's a small update before I go to bed. :)
Dogzer - by making it not so lowpoly:) I actually need to clean up the lowpoly before i can call it such, right now its sitting way to high. What kind of problems are you having exactly, I may be able to help...maybe:) got some creep in it now...
Yeah those UVs don't look right compared to the lowpoly you're showing on the left. Also, why this? "Sub-divide,Sculpt,and create the Normal map in the second to highest sub-division." You should be baking your normal maps directly to the lowpoly, not to some mid-res version.
At work we are using characters with 3 Udims, that means we have one highpoly mesh and the lowpoly is using 3 seperated materials within painter. The bake is seamless between the Udims. If you want you could send me the high and lowpoly body so I can make a test with it :)
Hey man, overall it looks great. But looking at the highpoly and the lowpoly next to each other, the highpoly work is leagues better than the lowpoly, i think if you revisited some texture parts like the cloak and took out some of the obviously mirrored areas it would make this piece a ton better.
I have completed the lowpoly model: The current Lowpoly count is 11,442 I could possibly cut down some more polys but as current gen car games have poly counts of 60,000 polys per car for ps4, and xbox one and over 200,000 for PC, there wouldn't be much point.
If you will be moving the geometry alot in zbrush, theres no need to unwrap yet, better u wait until you're done with the highpoly. then change the lowpoly to fit the new geometrys siluette better and "then" unwrap the lowpoly. Unless u had something else going on? U r going to normalmap it i guess
Mossey: you can do it either way(depending on app), in Maya i generally use mutliple objects, because you can have multiple objects loaded as your lowpoly, but in max you need keyframe sub-objects, because of the limitations with only one lowpoly mesh in RTT.