Hello! Now I've gotten close to the end of the highpoly and my project time limit. I will soon start on the lowpoly. Please mention if anything sticks out as weird! :) Cheers!
Note: I am using chamfer edges to get that smooth feeling of highpoly and using 1 smooth group. Does UDK not like Ngons or Triangles ? I doubt that but still.
I found it out haha, damn, silly stuff. A part of the highpoly was inverted, the ring you see, that's why it worked when I inverted only that part. Mystery solved!
ror are you able to say how long you guys are spending per character, on the production aspect. is it taking a month to do the highpoly/lowpoly/texturing for the average humanoid character?
Uh, why do you want to average the normals of a highpoly sculpt? Surely you just want to set it all to Soft Edges? Average Normals is a completely different tool.
then definitely check all their steps in terms of quality. you can get ripped lowpoly 3d models to check the UVs, the textures etc. the highpolies are likely on artstation to be gazed at. you got this
Final artwork: https://www.artstation.com/artwork/OyBK0b Hello! I am doing some fanart of Scorpion pistol from MassEffect. trying to do some stylized FPS look)) Any feedback will be appreciated! Highpoly:
Hey guys I am trying to import my highpoly to maya so I can make a lowpoly, but when I export my mesh and import it into maya. My mesh looks like this is there any reason why ?
Hey guys, I'm haing issues bakign my maps down from a highpoly mesh exported out of zbrush onto my low poly mesh. Any ideas? This issue is in both Maya and Xnormal, here's an example:
Hi, This is a practice study, mainly on learning hair cards. Highpoly is done for a quite while ago. Screenshots are taken in ue4. please check my Artstation link for higher resolution and more screenshots, https://www.artstation.com/artwork/0n6v6Y Thanks for viewing, cheers!