Hi guys! decided to wrap up the High poly so that I can stop myself from adding more stuff to the model LOL, I'll add the additional details in substance painter. the front loin cloth is bothering me though. hope you guys like it, moving on to low poly! hope i make it on time work's been demanding lately :)
Something I found pretty handy is bringing in a posed version of your mesh to use as a morph. ie. so the arms are straight and allow the mesh to wrap around it, then morph the mesh to bend the arms and get the creases in the crook of the elbow and tension on the back. This might also be useful for adjusting the avatar size…
Woo! Wrapped-up this high poly. First, a progress shot detailing the bolt section and muzzle in progress: It was particularly difficult to model some of the finer details, simply because the reference wasn't super-clear. I went on to finish the rest of the rifle, and am really pleased with the results. I'm hoping to put…
You have to remodel this. That's not how cushions insert into the base of the chair. The silhouette of it makes it look more like a pile of sand than a fluffy but wrapped around cushion. Also, I'd get normal maps done for this prop if you can. High poly to low poly bake. It's a decent start, but there's so much room to…
Thanks guys for the feedback :) I'm continuing the retop. @pior Gonna try that now for sure ! Just let me wrap up the retop first. Or should I do the same with the sculpt as well ? Also was exploring her style in between my retop sesions.... Yeah, I like red hair. Too big to fit inside the helmet, though. ¯\_(ツ)_/¯
In the concept the troll has rope bindings. On the model it looks more like brown cloth wrapped around him. In fact it looks a little like the texture is being stretched. Other than that the model look pretty faithful to the concepts. Good luck with the test. EDIT: actually. The white on the books stands out alot. I'd make…
Thanks guys, I'm glad you like it! I do like the StormWok :D https://www.youtube.com/watch?v=SGU-0HU2Sgg&feature=youtu.be Here's a quick render test, trying out the sequencer before I wrap up the scene. Tis always nice to see a little realtime motion :) I plan on rendering the final shot at 4k.
Sweet, thank you. I'm gonna have to go back and try photoshop again for finer/better brush control. Newest pics look great. My only small crit is that the flat-heads on the bolts look a little too wide. I realize the project is about wrapped up but maybe something to consider for future projects…
al'right I'm Exporting my UV from UVlayout from an OBJ They're overlapping i think I just did, i used soften edge, work better now I'm using default xNormal setting, but i just noticed when i scale my high poly mesh so it " wrap " ( or cage ) my low poly mesh
I would be very surprised if it didnt dilate the bake results... If it didnt then having uvs aligned to the edge of pixels would result in filter seams (assuming its using the center of the pixel for sampling). The actual problem is probably more to do with its internal uv packing. Maybe pushing "unrounded" verts outside…