Judging by the gradients in the normal map it looks like you have no smoothing groups set up and are baking with one smoothing group. The error that is showing up could be a projection issue and you might need more geo to solve it. Could you post a picture of your lowpoly without wires, lowpoly poly with wires, and…
Low poly model ( 3114 tris ) with 2k normal map and Ao map(Lowpoly Ao + Hightpoly Ao) For LowPoly Ao i use Sample Radius 4.0 Sample Count 50 For HightPoly Ao i use Sample Radius 1.5 Sample Count 200 --------------------------------------- WHY PNG OR TGA ARE SAVE WITH BACKGROUND ? - WITHOUT ALPHA ?
"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…
renderbump just casts rays from the lowpoly mesh to a maximum range defined by the trace fraction. "-trace 0.1" means that it will cast rays to 10% of the size of the object. So if you have a box which is 64 units in all axes then it will cast rays out to 6.4 units from the lowpoly surface. It doesn't use a "cage" at all.
Looking really sweet dude, but your lowpoly isnt making your highpoly justice. The silhouette looks a little boring and flat. I would pop more of the details in there on the lowpoly, if you already have, exaggerate them a little after baking. And all those those little pockets should be modelled out! :)silhouette is king!
I decided to concentrate finishing my Deathbell model. I thought making a thread here could boost my motivation and i could also get feedback on my progress. So any kind of feedback would be awesome! My 3ds max decided to delete all my progress with the lowpoly so i have to start all over again with the uv mapping and…
Hi and Merry Christmas! Im about to model a dragon using Mudbox and Maya. How is the process for creaturemodeling? Do you start with a lowpoly mesh and subdivide for futher details, after you have shaped out the baseform? How do you get it to be a lowpoly mesh but still have all the details visible in a high level for…
Started doodling around in high poly and ended up with some kind of weapon. Made a lowpoly for it, baked normals and made an texture. Anyways, heres the gun. Hope you like it, please comment on things you think looks off. Namned the bastard RVX-9. Highpoly and lowpoly made in Maya. Normal and occlusion bakes made with…
Thats pretty much easiest method, but what about making lowpoly in max for this, it's hard to do lowpoly for hipoly that you dont see. I get your idea, just thinking maybe is there another method for that. So the key to this techniqe is no optimisation, just bald export? Yeah the model is simple just for quick testing.
If you don't want to use extra geo, I suppose you could bake from a duplicate of the lowpoly that has bevels/loops, which would avoid the skewing but wouldn't look 'round' on the top/bottom. Also I'd be using split edges at the top/bottom edge loops to reduce the gradients in the lowpoly normals.