Hey i'm trying to bake with knald but optimizing mesh data takes so long it's been stuck around 60-70% for 45 minutes now my highpoly is around 30 mil polys.
Hi there, this is character of model which i did for one game project. You can see some teaser video soon. Model was rendered in Marmoset. It has 11 000 polys and texture 2048 and highpoly, shot from zbrush
Haven't started modelling this yet, I drew it the span of a few hours or so. Its a robot P.I., I figure polycount could help me refine the design before I start doing any highpoly work. Thoughts?
Some things needs"unique" texture on building. Say it has a statue piece or ornament that appears multiple times. Those can be baked from a highpoly, and then repeated on the lowpoly building.Or doors, yeah.
I did try to say: to help you we primarily don't need your problem stating text but: screenshot of the lowpoly wireframe screenshot of the highpoly screenshot of the uvs screenshot of the normalmap please
Started on a new project, a clerics mace. Here is the current state of the highpoly. It's done in Maya since I started it before I switched to learning Blender. The goal is to do the UV layout in Blender.
Thanks C86! Here the last Update before the HighPoly gets done: Left: The Magazineswitch, the Magazine, the Barel and the Front Sight and some small details. Cant wait to finish dis AK 74 :)
@alex1 - Yeah, I may have gone a little overboard with the bloom and depth of field. It is a bit crisper in the Marmoset Viewer. The textures are 100% handpainted, no highpoly bake or photos for this project. Thanks for the feedback!
This is great work! If you dont mind me asking, how do you get those highpoly surface details (the tan plastic detail)? It makes the model look so much nicer.
Oh this is so good! Polycount header stuff indeed! Mind telling how you made tire sidewall markings on highpoly model? Is it displace? Did you bake it into lowpoly or was it just for rendering?