I think this is a nice start. Keep going with the modeling intricate pieces for that armor and such. Remember, zbrush and mudbox are fun, but people have been doing amazing highpoly work long before those progy hit. People still do amazing work in just 3d packages, so dont get down on your work b/c your not using it right…
which is exactly what hard edges is in the end, its where the hardware is told to draw an extra set of vertices, since if they would share that vertex, they would share the normal. its essentially splitting up the geometry. Rhys, its looking really good! you have a few tiny baking errors though, and an easy way to spot…
Hi @VintageWarm , I would suggest that you don't model the egravements for the final model that you will texture. This part of the sword can be flat, it will be your lowpoly mesh. Then you can model the egravements on a highpoly mesh with all the details. After that you can bake the details of the highpoly mesh on your…
@CptSwing - So its one continuos highpoly. Then you obviously want one continuous lowpoly too. This is why I said it depends on the case. If the 2 boxes wouldn't be merged and wouldn't have soft transition between them, then you could do it with 2 lowpolies without a problem. Thanks for taking the time, but this is just…
I actually managed to fix that noise quite a bit by redoing some UV of the most afected areas and using a single polygorup. Even so the result is still not the best, I thought maybe it just needed more Texel desnity but I rendered in 8K and thats the result Render in 2K: as you can see some of the artifacts are gone but…
Very cool, can't wait for the highpoly sculpt, that'll be fun! A few things I noticed...You didn't sculpt the eye in there, gonna do that in the highpoly for baking? I think it would be neat to have separate geo for the eyeball and get a nice shader on it. Alternatively you could skip the eye (I notice a lot of people…
The functionality would be, having a very light weight basemesh to manipulate with a nice and smooth high density mesh as output. As you said, its highpoly the polycount of the highpoly doesnt matter. But what matters is a simple and leightweight mesh you can edit quickly. Most of the examples here might be detailled but…
Finally, here's the highpoly model. So I wanted to experience some frustration and suffering, so I went with tools, completely different from ones I usually use. I did modeling in Maya, and rendered image (though there's not much about rendering) with Mental Ray. Previously I worked with 3ds Max and V-Ray and had just a…
The better result you are getting in 3DS is probably because you were using a Cage to bake it with and not one with xNormal. However looking at the lowpoly I would consider reworking that to more closely match the highpoly since even with the planets aligning you will still have problems with the bake simply due to there…
thanks guys :) It's all baked, with the exception of bumpy polymer textures. The highpolies just look like this: No turbosmooth or anything (which makes them fast to do). Bake 2048s and downsize them to 256, and the downsampling blurs the hard edges. That way you only need to chamfer the edges on the HP that will end up as…