Well there's you problem, you high poly and low poly need to be as close to the same size as possible for it to generate correctly. The highpoly and lowpoly should be overlappying on top of each other.
Thanks Jarvgrimr, for the movie tip. I'm going to create a spear and a shield for the character so I might record some of that. Final highpoly sculpt, hope you guys like it :)
last time i was thinking that it would not make much sense to make a lowpoly, as the semi-textured highpoly would surely look better, but you pulled it off, nice one.
Nice and clean bake. As for me edges are a little to sharp, try making them more round and soft on highpoly, so they will bake better and overall look of the model will be even better.
You shouldn't use any of these in a game engine. You should use them only on your highpoly models that you use to bake normalmaps to your lowpoly meshes later.
Using a higher polygon lowpoly doesnt change anything. neither does subdividing the highpoly further. I tried using zremesher, but it destroys the rim around the middle by flattening it out.
We also need to see it on the mesh to judge what the problem is. In short: Always post your normalmap, highpoly and lowpoly with the normalmap applied. Also, preferably in a realtime viewer, not a render.
Thnx all @Crazyfingers Typos suck! :poly124: @Damytria Replied to your pm ;) Update! Almost done with the highpoly, just gotta do a detail pass on the last few areas.
Afaik the cage has to match the lowpolys polycount to work. You would just take it and displace it to fit neatly on top of your highpoly. Correct me if i am wrong.