thanks to everybody , any tricks or trhead , to get good normal mapping for lowpoly and stylez models ? specially with textures atlasing (or an array of props in a single UV space ) in 256 by 256 pixels and 512x 512 as starting point . Should I create normal map for lowpoly props in those resoluition? or it is a waste of…
Well, task 6 took me far more that a week, but I'm glad that I've learned a lot about modeling/baking pipeline. Highpoly - https://imgur.com/yXpUsrI Lowpoly - https://imgur.com/iFryfov Highpoly wires - https://imgur.com/fLj945N Highpoly polished - https://imgur.com/NrzB6cu Lowpoly - https://imgur.com/eK5o9Si
This is what I do. Everyone has their own process. CHARACTER or complicated model: model (Blender): If you are going to be doing the tex work in substance then there is no real reason to start in Blender. For the base figure you can choose zspheres or dynamesh. sculpt / detail: Once you have a good base mesh unify it in…
Normal maps do not record depth, only angles. So you can't derive the highpoly vertex positions from a lowpoly model. However if you had a displacement map, then you could tesselate and displace the lowpoly to get closer to the highpoly shape. Be aware though, greyscale displacement maps cannot record undercuts. Similar to…
Based on the first 2 lowpoly shots your char is around 2K triangles so far? I think you'd be better off with making the wires closer to the earcup, and just baking it flat into the cylinder. No separate lowpoly-wires. Also, I'm thinking that the earpiece might have too small detailing - it feels a tad noisy and busy.
all geometrys were flatshaded upon import for me, this is most certainly the issue here after merging all double verts and redoing the smoothing i got a good bake still some errors caused by bad topology on the lowpoly, didn't bother cleaning them up attached is the new lowpoly + normalmap bake gn8
I made this gun some time ago on my livestream, last night i figured I would make a quick lowpoly for it, and use it as texturing practice. So..here is my semi-completed lowpoly (a bit sloppy but personal art and no budgets so eh) Will prob put it at around 8-10k. (textured shots are the highpoly)
This is what you should expect to get when you are baking a displacement map. It is storing the height differences between your angular lowpoly and smooth, rounded highpoly. You can get back the fine details with a normalmap, or you can make a more detailed lowpoly, and then the smaller details will start appearing in the…
Hey guys continued on the character finally a bit more. finished the highpoly for the mostpart and nearly done with the lowpoly too. Right now i am doing stuff on the eyes and mouthhole and fine structure details overall let me know what you think. lowpoly is around 22k atm, so still some optimizing todo.
Its been a few years and we have new tools in Maya so I was just wondering if there's any easy way get a curvature bake these days? Im both baking high to lowpoly and also lowpoly to itself hoping to get edge bakes to save me hand drawing lots of edges manually in photoshop.