Of interest to most who will read this thread, I wrote an extensive tutorial that covers this topic and many other common baking issues. It's geared towards baking in Toolbag, but most of the Basics and Best Results sections apply universally. Check it out on the Marmoset site:…
Generally speaking am i correct in thinking that the shading of the low poly is not important when you bake with an HighPoly? Let me explain it better, in the LowPoly is possible to see similar lines forming on the barrel, am I correct to think that normally those lines should go away? Or do I need to have a good shading…
Yeah exactly, this is how we hide clipping between parts. Looks a lot nicer than just metal clipping into other surfaces. You can also take a look at our highpolies https://www.artstation.com/airbornstudios/albums/3081917
Typically you would use bake groups - find more info on that here: https://marmoset.co/posts/toolbag-baking-tutorial/ In this case, it looks like your highpoly is a contiguous surface while the low poly is split into multiple objects - it won't be possible to bake a mesh like this without some sort of seam or artifact…
Sorry for the harsh (But honest, thats what a artist needs right?) input, but it looks like you need to improve on nearly all areas. The lighting is too diffuse in your environments, the textures in general need to be improved a good amount, and it seems like you are not yet into the proper highpoly > lowpoly workflow.…
I've baked normals in ZMapper from Max using completely different topologies - and it always used the highest res version of the ZBrush mesh when baking. Basically I just get my highest-res mesh ready in ZBrush, make sure the Max lowpoly version lines up with it in terms of general proportions (like someone said earlier,…
Hopefully not too many images =\ . Tree is the most recent with the Flag being the oldest. Rhino was done somewhere before the tree for something quick and fun. I'll prob get around to texturing him sometime and maybe rig him up. Hes not quite done yet as I could prob clean up some poly's around the lower head (Mouth) area…
Hi again Aranoth, You're on a good start, but I would recommend going back to the horse piece and do a few things differently. First off, you shouldn't make an optimized game model with very specific topology before starting on the sculpt. Instead you should focus on making a very simplistic cage giving you the maximum…
@teodar23 Yeah, it's a good thing we are not doing the model the same way, makes it more interesting. You might want to either slow down the animation or add more frames, it's a bit too fast to see properly what happens. I did the reverse mistake and made WAAAAY to high quality and many frames, doubt anyone is interested…
Some of what your friend says makes sense, however, the original uv map in question isn't really a good example to point to and say this is how things should be done. It has a number of issues, including uneven texal density (which means different uv islands will get different resolution which tends to look bad if you have…