Hi! Maybe looking at the wiki-entry you get an idea what optimized UVs can look like. Aside from a maximizing the space, some other aspects I would aim for: - seams along edges where it makes sense, certainly at hard edges (if used to control the lowpolys shading) - UVs straightened and aligned with pixel grid UVs where it…
Took a look at the low and high poly. Several points: The hard edges are UV seams. I don't want to say something wrong but I feel like you're not going to avoid seams all the time. There's always going to be seams somewhere. There could be some software feature or technique to get rid of them all that I'm unaware of. That…
Yep all of this +1. This is especially problematic if some other poor sap has to come in later and try to figure out the voodoo magic you used to produce a clean bake. Its far better to research and understand the baking process and why typical errors occur (most can be fixed with better geometry in your lowpoly). Plus, it…
The problem with this question is that you will get many answers from Zbrush aficionados claiming that sculpting first is the way to go (no offense intended here ! :D ) But the problem with that is that since you come from a lowpoly background, you are very likely used to working with extremely responsive scenes (running…
1: Nope, I dont see a working option in extract to do that. It will extract them in there respectable chunks, but you will have to recombine all the chunks. Duplicate face seems to do the same thing. 2: yup! grab your object, hit "insert" move you pivot where you want it, and hit "insert" again. 3: Hapens alot. Set the…
It shouldn't matter if the high is inside the low or vise-versa. What matters is that the ray distance, or cage, depending on which you are using, is larger than the lowpoly. The low(cage or otherwise) casts IN, not out. In max cage is the default behaivor, and the cage settings by default suck. You need to go into the…
Well I unwrapped and made proper UVs for each subtool, then merged a hipoly and lopoly version and used UV master to make islands for the lopoly, and then used Grouped UV Tiles for the hipoly. And these seem to look fine, or at least as fine as I need them to be. Then I make a texture from polypaint from the hipoly mesh…
xNormal? Then I would bake with an external cage file (inflated, smooth-shaded lowpoly). I thought the screenshot showing the projection errors was from Painter.
Ok so, sorry it took so long to post, but I had a whack at the lowpoly here. A couple notes: by simply starting with an appropriate amount of sides to the cylinder you shouldn't have any noticeable waviness. I think the waviness problem you had was from adding extra geometry, but not round geometry, to your mesh. I used 24…
You're sacrificing some really important shapes while leaving hardly-noticable detail intact. For instance the guy's upper legs are extremely thin and he's lacking any hips, but you did leave in the slight indent on the inside of the feet. The wrists also need some thickness, and I'm not sure of having a separate…