Wow, been really busy celebrate my birthday and stuff (Yey! I´m 25). but managed to squeeze in a lowpoly between the parties. the lowpoly was a pain in the ass but finally done, time for unwrap, and realizing I have to change everything because baking errors =P wanted to give personal feedback to everyone but there are…
hey, so i have been playing around with this again. Im trying to convert some of my old lowpolys into highpolys but the edges are always way too sharp. Is there a way I can work around that? My lowpoly versions dont have a lot of segments and whenever i try to smooth it after dynamesh, the result is too soft or blurry.…
If you don't adjust the Bias and Distance setting Blender takes the lowpoly as the center of your displacement map. If your highpoly is only outside (above) your lowpoly, you need to set the bias to half of the maximum distance, can be a bit troublesome to figure out, but the result will be a map from 0.0 to 1.0 not just…
thanks for the suggestions. I was quite excited about the ray blockers because as you described them, they should eliminate my problems. However, I cannot get them to work properly. I set it up as a lowpoly plane (about 12 tris or so) at about the black spot I marked at the top, reaching from the very bottom of the model…
It can be done in either, I like to make my trim all the way through as an entire material. Essentially the trim can be treated as a hero prop in terms of workflow. Highpoly baked to lowpoly with all texturing done in substance painter. You don't have to do this however and you can just use the bake information from the…
Hmm, I didn't think of that. I've only used the technique in a lowpoly workflow. In Transfer Maps you can bake the highpoly diffuse color to a lowpoly, but I'm not sure if it works with vertex color. If it doesn't then a potential workaround is that you just do a quick automatic map on the highpoly and do the whole vertex…
So over the weekend I have completed my highpoly model with reservation for some minor tweaks. So I decided to do the lowpoly model since any change on the highpoly wouldn't affect the shape of the low. Here is a screenshot of the lowpoly. There probably is room for some optimizing but for now I'm pretty satisfied with the…
I'm working on a sculpt of a Manticore for a project right now, which will eventually be rigged and textured. I'm still relatively new to the art of zbrush, I know my way around but I haven't done a whole lot with it yet. This is my design: And this is the rough lowpoly in Maya. Is there anything that's not looking right…
gobee: I think you misunderstand what is meant by 'highpoly'. It doesn't mean to give your lowpoly ingame object more polygons, it means using a highly detailed, meshsmoothed/turbosmoothed/subdivided (whichever term sounds familiar to you) model to bake the normals from. It doesn't increase the ingame polycount, it only…
the problem is that engines change specifications during development or at least they want them to. just look at Duke Nukem Forever. it's nice not having to predict at the start of development how sophisticated the engine should be at the game's release. it's nice not having to worry that the game will look outdated if it…