thats definitely one way to do it ! but lets say the damage is already done it was baked with unfrozen normals and you cant for some reason rebake ( no time / no access to the highpoly / highpoly got corrupted somehow /some outsourcing guy made the normal map and than rage quit on you and your project taking his shit with…
Many of the smaller details (tread extrusions, bolts...) are built with matching texture and normals underneath so they can be easily taken off the model in the first LOD stage Most of the normal map was built from geometry (mostly floating though). The main body area (boxy bit) was built from a complete highpoly mesh but…
[ QUOTE ] That sounds pretty cool actually; but why would you do that if you can just look at the high res model you are working with? [/ QUOTE ] Highpolys don't go into game engines, and looking at your highpoly won't help you if your cage/raytrace distance is messed up and bakes out a shitty normal map. You need to see…
Actually, when I modeled this I wasnt planning on normalmapping it at all. It just kinda happened later when I was starting to texture it. I started modeling some highpoly parts to see if it would work and then continued... I cant show you a whole highpoly model since I did them in parts, like first the head, then baked…
Hey all, in this post we'll be diving into the Straw Hat and Flower builds, featuring [Timelapse + Tips] videos and insight into some unique workflows! Straw Hat Build: To get an idea of how the highpoly model was built, check out the Straw Hat timelapse video. Once the high/lowpoly was built, i was ready to bake. During…
now the photo overlay is even more visible :D the wood i like, but the metal rust overlay is scaled to high, imo. and i don't know why its so briiiiiiiiiiiight. one thing i learned in the past. with just overlaying photo textures and don't invest more detail work, you're not gonna get far :) the idea behind it to speed up…
hi there!! first of all let me share some things I found about the weapon. - the big grey screw on the side of the weapon in fact is not a screw, it's a switch. It will make the weapon feel more real as a 5cm wide screw is kind of funny. - Another artist already made this concept and has the model in a marmoset viewer,…
Hi, after testing diferent Methods I will do the Grass with alphacards. The Single Blade modelled grass has a lot of aliasing seing always some blades from the side what looks ugly. I created now alphacards from highpoly blades in max with gradient Materials. But this looks a bit like stylized grass. So the next step will…
As for the stickies it's more about what people say and the discussions than the images, the text has the real gold. Baking is a difficult thing to grasp, takes a lot of trying and failing. You can modify the highpoly to make life easier, like that lip bring the highpoly closer so there is no lip there. You could take a…
I've dealt with this in the past, and here are the ways to do curvature maps that I know of: Highpoly, no UVs: - Vertex colors: bake in max with http://www.rpmanager.com/plugins/TensionMod.htm - Zbrush polypaint: bake to vertex color via masking High to low, UVs: - Xnormal, bake curvature - convert tangent space normal to…