nice work man, try to show something like the lowpoly mesh so people could learn from it anuxi´s suggestion is really nice about creating a bigger value contrast
What u mean? If i make High res (decimate it use GoZ to bring in Max) than use it to bake on lowpoly. How it can not be reused again once things are baked? oO
Method one, as suggested, is just to create a displacement map and use a matcap'd plane. Method two is just to export the document with the original highpoly tool (or print screen it), and then zapplink it onto the texture of the lowpoly.
Why not just export the low, unwrap in max, then re-import the mesh over your old lowpoly in zbrush? Shouldnt cause any problems as long as you dont mess with the point order.
for very lowpoly chars i usually prefer cylindrical projections and just tweek some uv's here and there. pelted stuff is really hard to paint on, when you're very lowres like 128.
You are baking the high poly geometry, using rays or a cage or whatever, there is no need for the highpoly to have UV"s at all! Just unwrap the lowpoly and put in in more or less the same position and bake!
Hey. got an update. i finished the lowpoly projection on the electric chair. so hard. i had to divide it up into a lot of pieces to get it to bake correctly. such a pain. Tri count is at....2884
u really nead to pay more attention to anatomy how everything is connected and start lowpoly and dont rush towards high poly until u really nailed the anatomy :D GL
I'm not sure what you're trying to achieve by putting lowpoly untextured asset on your portfolio ( trebuchet etc ) . I'd say it's better get rid of them.. or get it done before posting it.
awsome work. so basicly whats happening is you have the bricks layed out in z brush with a flat mesh that you push inside? whats the plan to bring it int o lowpoly?