Hey Guys, I'm working on a weapon for Casus belli (Crysis Mod), and I have some problems with the baking normal process. I'm persuaded that its from the topology of my low res comes. I would like to have advices to have a clean result, any feedback is welcome. Here is highRes model: Here is the part i'm working on (there…
Your highpoly sculpt wont need UVs. The polypaint data is just simply vertex colors, and so your painting can be stored that way instead - completely independent from UV layouts. Xnormal is capable of reading and baking vertex colors. This frees you up to create the UVs however you want on your lowpoly model since they…
I started this one a few months ago but due to exams I wasn't able to complete it. Now I finally found time to work on it again and decided to open a thread for it. My idea is to create a modern flying dutchman, instead of the sea I was going for the sea of sand of north africa. Instead of a ship it's a jeep and instead of…
Hello friends! I've been trying to reproject details onto retopologized model using ProjectAll feature in ZBrush but it doesen't seem to work for some reason.. Steps I followed: Loaded both tools > Subdivided retopologized head (till approx 2 mil polys) > Created Morph Target > Created layer > then used ProjectAll. The…
I'm trying to figure out a workflow which lets me use an IMM Curve Stitch brush in Zbrush and then bake that detail into a lowpoly mesh, but at the same time, keep the stitches separate in some way, so I can easily change the stitches color later in Substance Painter. How can I bake the normals of the stitches and create a…
yea. some wips that follow up the way. the wires are pretty much what i have now. so i play the lazy one and dont make a new shot of that its for a friends website as a nav. hes helping me out with mine doing the php stuff that i have sooooo no clue of oh and yea c&c appreciated. edit: some further playing around. i…
Yeah you dont need to remesh your zbrush highpoly for texture baking. You only do that if you need extra detail on the hipoly and cant get it at its highest subdivide in zbrush. If you want to bake details from the zB high poly onto a lowpoly version of your model you can do that in Maya bit that would mean opening the…
It's not so different from what you described your "usual workflow".. model it step by step.. you might have look at this to study the topology: https://sketchfab.com/3d-models/free-193839-vairogs-v2-new-version-e3a9b187643c4bbb84c485b1dd2a53a3 ..IDK if this is already to "highpoly" for what you want/need. So for a more…
I was always wondering if there was a weighted, procedural method of imprinting 3d voronoi geometry on highpoly subdiv meshes. Something to achieve details like scales or sculpted feathers, fur and intricate details that have a 'flow' to them on characters and creatures that can't be done with tiling textures alone. Scales…
This is a pistol that im working on at the moment that will eventually be used to generate a normal map for a lower poly version. Its a SIG P226 DAX. I choise a simpler object first cause I've never attempted to normal map something before. I figured why not practice on a prop for the character I was to eventually going to…