hey there, thanks much for your help. i upped the faces on my cylinder and also smoothed the lowpoly for baking. ( much better results ) I just posted the finished model on your pimp section. ... called night vision. thanks again! cccp
You can very easily add some support edges on the lowpoly mesh and get out a nice highpoly without that much work. Then use floaters for bults and stuff like that. I think the difference i huge with of without normals. Lycka till! (:
Forgot to say, the lowpoly is looking good! :) However if those are little bevels on the wheels at the bottom (can't really tell at this range) then you might want to collapse them, I don't think anyone would notice the difference since they're so small.
Jeremy-S...just to throw in a monkey-wrench, check out 3d-coat as well as Topogun...retopo there, plus you'll get another couple of options (voxels, lowpoly per-pixel painting, blah, blah, blah) that you won't have in Mud. :)
Thanks! I hope to get the time to build a lowpoly and texture him, THAT would be awesome! btw. here's an awesome viking/crusader movie coming up. Valhalla rising. [ame]http://www.youtube.com/watch?v=xd52Y8b-MNk&NR=1[/ame]
thats good to know Ive never been super passionate about making complex heavy detailed hard surface stuff, any tool that makes that process simpler is great, just need to build a decent lowpoly around it and thats not too bad.
WIP #3 Finish the lowpoly and unwrap after a pretty hefty break. She should be completed up relatively soon. Diving into substance to do the majority of the texture work. She landed at 20,048 polys, so I'm pretty happy with the models optimization.
Hi InkRose, i would try to check better the topology head/face, take a look at these images :) i am sure that for a character like that you will have less polys but i don't have so much experience with lowpoly handpainted character!
Can you show the UV map you made for the lowpoly? It's hard to tell from the screenshot but I think you are trying to apply apply a tileable normal map into a model that doesn't have the UV set up to be able to use a tileable texture.
Don't worry about matching UVs - the sculpt won't even need them. As long as the models occupy the same space, then most bakers will be able to take the information from the sculpt and project it to the Uv'd lowpoly (just do your bakes outside of zbrush).