So just to be clear : your problem here is that your high is too dense to be manipluated outside of Zbrush ? There are two ways around that. - You either do your whole retopo stage using an app that is optimized to load very highpoly models as surfacereference. That'd be Topogun. Max comes second in that regard (as it is…
Like Tumerboy said a good workflow (when you've got the time) is to model and texture some highpoly leaves then bake down to a texture sheet and paint any needed additional details. That way you get alpha, normal, AO, and at least a base diffuse map all in one go. What I usually do when I need to make a specific plant or…
bloecher That's the tough one :D That depends on pipeline. With sculpting the sculpt takes more time (at least for me at this point) then baking process, but it is more fun cos you see almost the final result on early stage and can do fixes so in case of Riot pipeline with all fixed and approves and changes (i believe that…
[ QUOTE ] jogshy: Every time I tried to expand its cage it just got all messy , is there a issue with that or something? Or im just not using it correctly? [/ QUOTE ] There are three ways to use cages in xNormal: 1. Use the built-in editor. Enter the 3D viewer and check the "show cage" and "edit cage"... Play with…
You need to do more with your normalmaps. Try your hand at some organic highpoly modeling. The statue would really benefit from better normals. Or you could do a beat-up highpoly version of the locker and redo your spec map (try some color in it, look at tinmans stuff) to see the technque in use. All of your work still…
So the tassles and the straps have to go...I can't bake the tassles...I would guess thats because they have too many polys for substance or something, but I can't get it to work... The shoes are a little mess, but I still have huge problems with doing a retopo in 3Ds max...its easier for organic things, but I don't…
its because you split your smoothing groups not properly. It looks like you use one smoothing griup for most of the model, and so your shading wants to make it look like round, like a ball, while your geometry is not shaped like that at all, giving you these dark and strange shaded areas. on the left is one smoothing group…
On the right side of your screen in the UV options there is a checkbox called "normalize map", turn that off. Also if you are doing a flatten mapping or something similar, it will also give that option, always make sure that is turned off. Now it won't try to fit it in the box (and thus not squashing it to fit in there).…
I have a concept for a courier called Rookie the Grand Apprentice. He's like a quirky little self-assumed Rubick prodigy, trying to catch the eye of his favourite magus on the battlefield. Except I have a few worries about the design.. #1 is am I making the sillhouette too close to rubick? Bear in mind there will be a size…
@ TorQue The whole "everything must be quads" thing has been discussed on polycount a few times before. For highpoly stuff it's often a good thing to keep stuff quads, especially if you wanna take it into zbrush or mudbox. And for characters you wanna make sure that the areas that will deform a lot has proper edgeloop and…