Remember you can also add AO casters to moved meshes, like a box that is just in the highpoly and moved somewhere where you still want AO even if its moved away from the original space
very good start for the first sculpt ever! my main question would be, are you going to render it using cel shading? if so get it in engine asap. doesnt matter if its too highpoly. you need to see how the shader reacts to his surfaces as early as possible
I've recently started using zBrush, but I'm fairly new to creating assets. I created this HighPoly model hoping for any kind of feedback, advice or critique. Anything is appreciated.
any comments welcome! this dude has been just materializing from nothing and i'll be picking at it hoping for a finished highpoly character. any and all types of criticism welcome! thanks,
Laptop for military use. Lowpoly and highpoly model made in Blender, baked the textures in Marmoset, textured in Substance Painter. 1 set of 4K textures. 20.616 triangles. Need feedback!
Hi all Here is a character I'm working on. It's a girl engineer. I have finished highpoly and soon I will finish lowpoly and bakes. I used Marmoset Toolbag 3 for render.
well guys this is one of my first characters, actually the third really but this is the one i'm the happiest with. lol. send me some feed back if you get the chance highpoly:
It is decimated. Zbrush just not very good at it sometimes. Flat surface is still tessellated to hell. And if I reduce geo even further on decimation, then there are artefacts on curved surfaces when smooth shading is applied to the mesh. As I said before - it's just a highpoly for baking. But it's annoying that maya lags…
Here's some construction shots. The highpoly used for the bake and what the lowpoly cunrrently looks like. It's not very well optimized so I'm working on it.