no no you don't need to have the base mesh from the beginning. You can sculpt whatever you want (you can turn a sphere to a warlock summon in Zbrush like this: https://www.youtube.com/watch?v=i8lIvWN8ZmQ) but then later you have to retopologize your highpoly into lowpoly. Then make UV's for the low poly and then bake…
Is lowpoly specialization a viable career path? Yes, but keep in mind your job opportunities will be very different then someone who focuses on highpoly art. Lowpoly artists mostly work on smaller indie/mobile type games, whether it be via freelance or in small studios. Lowpoly artists are also more often expected to wear…
1. Nothing stopping you from doing a diffuse pass as well. I(and many others) tend to assign RGB values to different sections of the highpoly model, then bake a diffuse map. This lets you easily create masks for the various material types your model may have. Keeping it RGB, or RGBCYMW makes it easy to separate with either…
Umm, "game developer" is not the same thing as "3d artist"... If we're talking art for games, then I'd say the following: * A good 3d character artist should have modelled, unwrapped and textured a full character. Depending on the style and requirements, highpoly should be done too. Rigging and posing would be a plus.…
Great start so far but there are a few things I would change to your highpoly before projecting. Some of your shapes need to be exaggerated more. Ultimately both ends of the piece. The back end looks like it has more curve and depth to it compared to your highpoly. It looks very flat atm that could help it a lot. The other…
[ QUOTE ] Darken up the diffuse and go crazy with the spec. Good looking nextgen metal needs spec and diffuse that really work together. I found, when I was learning how to do it, that studying both diffuse only game textures and film style textures will help. The right thing for your average nextgen engine is kinda…
@Virtuosic This looks pretty good. I would suggest maybe taking your texture that you applied to it and give it some more definition. also taking the specular maps to greater heights with some different colors that compliment the diffuse. for the highpoly i would think about removing some of those bricks just to break up…
thanks for the crits matt as far as I can tell you are refering to some shapes I made in the highpoly sculpt , guess I didnt define them well enough. Ok just looked at this again for the first time in a while and realised there are some really bad issues 1.the mesh is triangulated in a really wierd fashion, its gone…
Hi, I'm again hitting this topic and maybe someone of the shader coder can lead me into the right direction. I want to bake normal maps in xnormal which show up in ogre as nice as in the xnormal viewer. I would love to know how a typical and simple hlsl shader creates the tangent basis. And how xnormal does it compared to…
Hey! So I've been wanting to do a Reaper from the Mass effect games for a long time now and finally I have made some progress, so I figured I start a proper thread for it now :) Highpoly is pretty much done, need some tweaks here and there and might add some more micro details but I will mostly do the smaller stuff with…