The highpoly model is not presented well. The faked reflection does not correspond correctly with the model itself, and it looks awkward. All the extra colors made me think this was not a highpoly model but a game model. The green painted squiggles on it looks very rushed and not thought out. Look at how others have…
Try not to paint in your normal maps. Spend that time instead on learning to bake properly so you won't have to in future. Visible seams on the normal map as you show in your first picture due to UV rotation isn't an issue when you bake normals because tangent normals are relative to UV space, meaning it looks weird and…
the models look nice, but you could have far better bakes with less sharp edges. I would at least try to mix up some of the more defining one to have a softer highlight , with this highpoly, nearly all your definition will be lost in your normal. You can hardly see any edge highlights on your close up shot on the highpoly,…
While Matthew's car is a good asset by itself, i wouldn't exactly call it a true "mid-poly" (stupid term but how else to put it) asset. You can still see sharp lines from smoothing groups on it. The best example I can find right now is David Finlay's work: http://3dfinlay.com/html/veh/mcla.html to summarize a few key…
You cant create a usable height-map by converting it from some other map. Instead, you must pick up detail from a highpoly model and put it into the texture of a low-poly model (the lowpoly model can just be a single polygon square plane too). To get a heightmap, you must pick it up from a highpoly. The fact that there is…
Long story short, when you create maps in a program like Xnormal, only the lowpoly mesh needs UV coordinates. The highpoly model doesn't need UVs, or matching topology / vertices; it's surface only needs to occupy the same general space as the lowpoly model. The baking tool will start a certain distance out from the…
your approach would work fine... either way there are a few extra steps... here what i did in max.. i modeled the face with mouth closed.. cause its really hard to tell what the final model will look like with it open.. so i had a high and low mouth closed.. then i made a copy of my low poly and made a morph target with…
I can't post the actual model/maps, but I've got a shallow indent in the highpoly, with the low poly lying flat above it. The indent is showing as a missed raycast on the wireframe/ray failure map. So it looks like the rays are cast out from the low poly to the cage, and rendering correctly, but it never goes inward to…
Hey Im not sure if it has improved in M4 (I didnt read any patchnotes about it) and I dont have 4 at hand right now but in Marmoset 3, baking low to low gives you basically no usable curvature map in most cases 3D coat does this pretty well and you can get some decent curvature maps from just the lowpoly Today I tried…
Its good to see you posting here dude! I will try to help you out the best I can, just make sure to post back with updates and questions. I am going to list my critiques in the order of which they happen in the pipeline, that way you can easily look back through your process and see how to fix them. 1) The highpoly base…