Just to make sure everyone knows: I was just being a dick. AngryPenguin here posted in the Eclipse thread, venting his anger at there only being 'highpoly' art, which 'anyone can do' and that lowpoly was 'a lot harder'. I'm paraphrasing, but basically, it was a good laugh. And acceptable polycounts or not, these models…
The armor parts aren't modelled in z-brush but in Maya. The only thing I did with them in z-brush was adding bolts and other details. For making the armor I used classic subdivision modelling. I had a very lowpoly mesh on which I added double edgeloops where I wanted sharper edges when subdividing. Here's an old WIP pic…
Ambient occlusion is like fashion. If you can wear it with confidence, you'll rock more than ever, if not, it will just make you look dump. Fashion sense can be rather uncommon in these circles. Anyway... I'd just bake the AO of the lowpoly itself, no need for a hipoly model. We were doing this 6 years ago for all the…
don't feel like this is stupid :) how else are you supposed to get answers? scrubbing through endless hours of youtube videos can only get you so far. In either case, even as a character artist. Knowing how to model is super important. At least on our end, if you can't model but only sculpt, the thing you will barely touch…
i think you could do a little better closing those big gaps here and there. but its on a good way. what i think atm is the oddest is the hair.the mesh is a mix of a handmade lowpoly on the front part and a very very dense zremesh for the back? for one i think the loops look pretty crazy and not great for rigging (depends…
A few factors that can contribute to this : • Some bakers automatically split the rays at the hard edges of lowpoly models (and require a cage to prevent that) while some don't. The ones who do split rays would require a lowpoly cage to control ray direction accurately. • Besides that, the stair stepping you are seeing is…
Hey really nice start! Turning that chair into a rocket chair is hilarious =) . If your looking at getting into character art i'd highly recommend checking out the lowpoly thread - http://www.polycount.com/forum/showthread.php?t=41232 Creating lowpoly art is a great way to learn the basics... then once you have that sorted…
Blender doesn't allow you to add new meshes without killing the UVs? Weird, and bad. It should allow this, this is a very basic feature. I would sculpt the hair on the highpoly if the hairstyle is very "solid" looking. This would be baked into the lowpoly head model, and provide the base shape of the hair. Then you could…
Option A: you don't need to retopo and unwrap, because you aren't going to texture it. Option C: 2) I'm not sure about that the Zbrush unwrapping is enough good in every cases, and I'm sure, Zremesher is not enough when we are talking about games. But it makes good result to use as a base lowpoly, that you can optimize…
Use TexTools in Max, and just go under Tools -> Smoothing Groups from UV Shells. This will setup your SGs to every single UV Shell, which works great. And when your LowPoly in Max has some Black Gradients or your normal map is full of Purple Gradients, then you have to Cut your UV Shells to smaller angles or add Support…