Generally for me, a good subdiv mesh doesn't necessarily make a good low polymesh. I do like figuring out some of my lowpoly details while making the highpoly. I always like to think you are making your highpoly for your lowpoly, not the other way around.
Alright, so I've been doing some on this third workshop. I'm not so pleased with the diffuse though, I need some advice. I know it's rough in some places, but still. I need to improve my texturing skills anyways.. I'm doing this Warhammer Online Concept Art. It's a spear obviously. Lowpoly+normalsmap+diffuse…
to turn off the filtering... go to the prefs --> render --> use texture filtering you also get better painting for lowpoly stuff... cause in the new version you have support for hard edges and creasing... so you are able to subdivide the lowpoly without destroying the form to get cleaner paint strokes..
Good idea for a fun small project. Are all those polys within the main shape doing anything? it looks like you could get rid of a lot of them just by snapping the verts toward the edges. Im assuming this is your lowpoly? if this is the lowpoly then why is the bat symbol in the middle made of geometry?
doeseph: for the lowpoly or highpoly render? The lowpoly render is just a couple of pointlights and a spotlight :) but sure, i'll post a screengrab. Sasochicken: Through the gates on the other side of the room ;) brandoom: thank you sir! nrek: yeah, its kinda flat atm :) need to boost the texture alot, its not enough POP!
Day ??? Took me way longer than it should have to decimate/bake this but in my defense this wasn't the only project I was working on. Texturing the magazine, refining the wood texture(it's uh... yeah) & fixing the lowpoly's normals(didn't triangulate the lowpoly before baking, silly me I know) and I should be done.
Are you baking the basic shader in Zbrush? If so, how? Really cool workflow for diffuse only maps, the results are super clean and very convincing, thanks for sharing:) Also, could you post the untextured lowpoly next to the textured? It always amazing to see how far diffuse maps can push a lowpoly model:thumbup:
Add a quad for the glowy effect! I'm liking these, by the way. It's refreshing to see so many lowpoly items being made, and in one consistent style no less! If tf2 wasn't already cool on its own, then at least it would've had the redeeming quality of inspiring so many people to copy it so wonderfully in lowpoly form
Quite right EQ, it's just odium proving again that he doesn't know what he's talking about. Lowpoly looks great, piorou Have you tried xNormal for viewing the normalmaps on the lowpoly? I can't remember if you tried it and it didn't work on your card, or not ... it hides normalmap seams REALLY well!
Hi! Some good points already raised. I think currently the models clash a bit: Some are lowpoly/facetted (weapons), others smooth (anvil, wall), pedestal has smooth curvature + hard edges. Finding an artstyle to use as guide could help to keep everything visually consistent. Agree with hwaminjung about setting the scope…