[FINAL RENDER] ] Hello Polycount! I am going to make a character for an assignment in school, and for the first three weeks I'm going to make the Highpoly. Then I'm gonna spend three more weeks for the Lowpoly with textures. I will be using Maya and Zbrush for the Highpoly. My character is an assassin, made for a third…
So here is a baked model of a gun I just started texturing. I was starting out with some smart materials in substance painter and this weird bumpy/ripple effect showed up (even though it looked smooth before the material was placed on it.) What am I doing wrong? The first image shows my low poly and the second shows my…
Hello! I have been using Mayas transfer maps "diffuse" and xnormals "base map" baking option for a while now and find it really useful to be able to transfer for example lightbakes on the highpolys uvs and then transfer to a lowres. I would like to try a workflow where i texture the highpolys uv, and then bake all maps to…
Hello. Just recently got into Marmoset baker. I like to keep the majority of my parts as individual objects/groups. In Painter it's a lowpoly that will be matched to the highpoly of the same name, but since Marmoset requires individual groups, I thought I'd just duplicate an existing baking group and replace the source…
Progress is much slower than I expected. I have to change my workflow a bit. I am noticing me doing work I could have saved at the begining. Going back and forth between lowpoly and highpoly and will have to go back for detailing on the "final" highpoly. I kinda want the topology as clean as I can get it with my current…
Yo ! I just finished your tutorial and got to say: You are the man ! You answered most of the questions I got about character modelling for games and modelling/texturing in general. I always needed experience from someone who actually did the thing. The only question left in my mind is wheteher should I switch from my old…
I think the main problem here is not from the lack of hard edges, but because there are big dips in the highpoly, which are not represented in the lowpoly. For example, on the left end of the 2nd stair from the bottom. You should remodel the lowpoly to match the highpoly better. Also you have the top of each stair riser…
You are giving him that advice without considering where the object is going to be viewed. If he has a TB synced workflow that is fine, if not he is likely to have shading errors. Those issues on your hard edges look like a problem from not padding your normal map. stick a big padding value into the bake output (32 or 64…
I've done a bit more work on this and I am about ready to call it finished, save for a few finishing touches. I've done all I could think of to make the arms less tubular, though once I've done the highpoly I might model some wrinkles into them. I've also decided to leave the eyes modeled onto the head because for an FPS…
I agree with Slave, while this highpoly work is really amazing, you will be losing a lot of this detail in the texture if its not like a 4096. Especially if you're going to be doing a whole dropship. I'd say make a low poly for this piece right now and give it a try baking before you continue on to the rest of the dropship…