lots and lots of overlapping polygons from the looks of it. using the union tool might help, but i dont recommand it since it sometimes mess up the polygon flow
Cool models! Ephtracy has a physically based path tracer as his renderer so I don't really see the point of rendering elsewhere because it can't really get more accurate than that. MudBun and Clayxels for Unity has poligonization so you could try those if you would want to export them to a dcc later.
I just recently got back into ZBrush, and have been trying to apply UVs to an existing ZTool. Despite following tutorials precisely, the normal maps I export out of ZBrush always have a sort smoothing error on each individual polygon. It almost looks like each polygon's UV coordinates are flipped or rotated, not so much…
Hello everyone, Thanks for clicking here I am working on a medium - sized, stylized environment and thought I`d share some early stage screenshots. The idea is to create a very atmospheric forest scene where colors, lighting and silhouette dominate instead of low - frequency details. I will be using normal maps and the PBR…
Yes so i need to change my low poly, is what you draw over what you mean by following my high poly more ? Do i need to worry about triangles for static objects as this ? (i often have issues connecting poligons at some point when doing the low poly)
That's because the extrude option is set to "by polygon" and you want it to be set to "by group". Click the arrow next to the 4 squares icon under extrude polygons
Nothing really negative to say, they seem well optimised. Just remember to delete hidden polygons if you haven't already (polygons underneath the model).
Polygons are polygons; regardless of the program. ZBrush doesn't average the vertex normals, but if you import the mesh into another program there shouldn't be any visual difference.