Hello again! Got another problem already. The distortion caused by the uv's is now corrected, but I still can't figure out howto bake a nice normal map. I played around with the envelope, tweaked the lowpoly to be outside the highpoly, inside, in the middle and I'm running out of Ideas to try. Here are some Pictures:…
A cage is basically your lowpoly expanded so it covers the highpoly and sets a "limit" for when you're baking the textures. Are you using xNormal to bake? You can create a cage by launching its 3D Viewer and doing a global extrusion. Alternatively, I do it using Maya, selecting all of the verts on the lowpoly mesh, setting…
Long over due for an update. Really going to ramp up production on this now. Got a few shots of some assets in the engine, though they are just the highpoly's with out turbo smooth on so they are going to look a bit rough. Posted a some shots of a few highpoly assets below too. Planning to add a lot more detail to them all…
I just had a look at the highpoly models on the site, I think the sniper rifle is awesome you've done a nice job defining the details but one thing thats important in a highpoly model is that you should be able to apply a meshsmooth to it without corrupting the mesh, by adding tight chamfers to all those sharp edges you…
Zepic - First i get a concept picture from one of the guys - and break it down of what i need to build. Normaly i do just pieces in highpoly and render it out on a texture.(thats why i cannot really show highpoly stuff, just a mess of pieces) After the HP/LP pass i build the stuff, mostly copy paste and tileable pieces. To…
Completed first asset - tower. I really enjoyed texturing in 3DCoat, so I think this is the way to go. I see some area for improvements in here - the corners are too sharp, I will add some bevels later. I will try to get as much detail from highpoly as possible because for this asset I wasn't able to pull everything from…
that's certainly one way to do it. if you decide to do the ingame model by hand instead of decimating it you might get better shading with less polygons. but that depends heavily on the object. if it's made up of simple, geometrical forms you will most likely get a nicer mesh if you do it by hand in max, if it's somewhat…
@samgriffiths you're right, but to overdo it could probably end in big frustration. But sure, i will radical increase the difficulty level for my next project. @kodde Yeah, i will make some cool renders of the highpoly with strong metallic reflections for presentation at the end, when i am done with the whole model. @EricV…
Im not sure if MW2 used so many megascans at all, definitely not "as is" Personally just throwing in megascans is not a great way to make a production environment which can be art directed / color changed and have a clean and fast library You should plan what exactly you need, and especially in AAA no environment artists…
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