@DeBoo The "non-standard faces" error is from the fact that there are ngons(polygons with more than 4 sides) in your lowpoly somewhere, and zbrush doesn't support ngons. Next, you want to recalculate normals before you export from blender. The faces you cant see are flipped. EDIT: Also just a tip for down the road, the…
That's how damaged paper looks like use it as reference i've got a question about lowpoly. If i intend to use smoothing on whole surfers, does this mean that i need as twice lower vertice count?
dont know if you tried but painting in lowpoly with 3d coat is amazing. i tried a lot of other softwares and 3dcoat gave the best result for me. i always uses it to paint or fix seams on the lightmaps
"finished" the first part (right arm). I will tweak it after i've got all parts this far. Worked as planned, lowpoly is nearly 100% decimationmaster and texture 100% bake, even the glow was a lightbake in max. :)
@ tim: Nice, but I wouldn't expect less ;) I started working a courier that is based on an old model of mine... Finished the lowpoly of my owl and cat and baked. Overpaint to figure out the final textures: older concept:
you bought what? sorry i'm not really sure i can follow you, the game isn#t for sale right now? as for the highpoly lowpoly debate, i build a basemesh for sculpting using the double smooth workflow, so i don't have to chamfer anything. its already a almost perfect lowpoly so once the detailling is done i can just go in cut…
Hi guys, I need some help on converting my lowpoly to a highpoly (for sculpting in mudbox) using MAYA. I've followed Lennyagony's tutorial, but he uses 3ds Max and I'm having trouble with smoothing groups (for maya). I want to achieve a nice bevel on edges (like Lenny achieved with smoothing groups and turbosmooth), but…
hahaha i was like "why he made a dog with yellow horns?" sorry, was looking upside down about your skull, if you are planning to do it with a rounded back, the front could have some volume too, the lowpoly is tottaly flat on the "face" of the skull
are you sure you arent baking those hard lines into your normal maps by mistake? if youre working in maya then you need to click smooth normals before you take your highpoly and lowpoly into xnormal for instance (at least thats what solved it for me)
I have also been working on this set for Lich over the last week or so, i have this mostly sculpted now but would really appreciate some feedback before i commit to a lowpoly/bakes etc :). Max Viewport grabs of the pre sculpt base mesh