Hey people, I have created a lowpoly character in Maya that I exported for Mudbox. I'm almost done with the highpoly version in Mudbox and I'm approaching the point where I want to create a normalmap. Here's my problem. I haven't UV-mapped the model yet. Is there any way for me to create a nice UV-map in Maya on my lowpoly…
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…
A few things: * Make undo in painter enabled by default (it's really annoying to have to re-enable it every single time I paint anything) * Better graphics tablet support, I can't use my huion gt-220 with painter because it has decided to convert all my actions into swipe gestures (if I disable wintab support in its…
Use xNormal. 1. Set the lowpoly you're baking the existing normal map from as a high definition mesh, then right-click in the next column over and add a "base texture to bake." Select your normal map texture as the bake texture, and click OK. Ensure that "Base Texture is a tangent-space normal map" column is checked. 2.…
Well this is what I'd do: use that awesome new ZRemesher everyone is talking about and make your lowpoly with that. Next you uv unwrap the lowpoly in UV Master or send it to 3DS Max with GoZ and do it there manualy. Then send your highpoly to the same scene (use decimation master first to get its polygon count down if it…
I'm on the baking process towards the Lowpoly right now, unfortunately i'm having some shading problems at certain areas, it's as if the green channel on those objects was flipped even though the object doesn't have any mirroring going on and no instances that might fight for the same space on the normal map. I really…
I believe I'm calling the highpoly done. Finished up the bipod, but I might toss for the lowpoly, we'll see. Starting on the lowpoly now What do you guys think of the renders? (I know this is off topic for this modeling workshop but I'm talking portfolio display..) I feel like the renders in my last post are better...but I…
I decided to do some organic practice and wrote up a list of food props I'll make. I'm aiming for a Semi-realistic Stylized look, something which could easily fit in the game Styx: Shards of Darkness, shown below. The props fitting in isn't really neccessary I just want to have a style to aim for, so I'm not wandering…