There's a few solutions I can think of; Reset xforms on the high and low Make sure the lowpoly is hidden from the actual render; in your mentalR AO material, "incl./excl. object ID (neg = exlude)", give that a negative number like -7. In your lowpoly object properties give it an object ID of 7. The other solution is to…
I would suggest : >Keep your lowpoly intact and full, with middle verts properly welded >Unwrap as needed (UV splits shouldn't but who knows...), split the UVs down the center of the face, and move the unused part away to the right. (1 unit offset) >since the lowpoly is full, the vertex normals of the center line will…
jap your right with this .. but i´v changed that on the lowpoly.. .. ha and about the design.. the upper body is "new" compared to the lower body.. bc i had to redesign it for the highpoly (this model is original based on a old lowpoly i worked from time to time) and i was realy tooo lacy to work more on the legs.. but…
It looks like you referenced your shoulder joints of Arsh's base mesh too, they need another loop for animation purposes. Other than that the shape looks good. I also reference from Arsh's mesh lol, its a really nice lowpoly mesh with loops in the right places but clear of any definition though you should bare in mind that…
@pyromania Thanks dude for the reference! :) Did a test bake using xNormal (haven't use xNormal before, so yea...), gosh its hard to achieve a nice clean bake. Question guys, most of the problem is around the hips area, since the dress and the hips are very close to each other it makes a funny artifacts like as if the ray…
Hello guys! Does anybody know why do I get these weird artefacts while baking AO in Marmoset4? It seems that topology have no problems, I also smoothed both meshes, I even tried to subdiv LowPoly model but it didnt help too
I've been having this problem for like a year now, and I've not seen anyone else who does. When I go to bake a normal map on an organic shape, it'll end up with harsh seams along certain polygon edges, like this: There's only one smoothing group on the mesh, and there aren't any disconnected verts--the lowpoly looks pretty…
Hello there Shelby, I really like your thread so far for some reason.. if you stay consistent, this could be a nice thread to watch over a few months or more. Most people do not document every step they do from the very first models, so, please keep going. My main advice would be to decide if you want to go with Only…
finished up the highpoly (nothing much extra added to worth showing another render really, just more stitching, lacing etc and the hood attachment) Also finished up making the lowpoly for her. Made the sheeths for the daggers, just need to make the daggers now.. but il do that after i have her finished. lowpoly weighs in…
I highly reccomend not going to a school, most schools only teach you the basics, im sure there is a lot of useful information to grab, but if you can make highpolys like that you should not have a problem at all finding a good job if you manage to bake those down and texture in a decent fashion. Better sit down and work…