Thanks Nistrum! I've been moving really slow here, but I got another highpoly model done. This is going to be a corner support piece to hide those 90 degree angles in the walls.
bloom is too tight and fine, there's a lot of white blown out areas, most surfaces look like they're lacking normal maps or have too flat of normals, doesnt look highpoly.
you might wann model the roof tiles as highpoly objects and bake a nm / AO with xnormal or something similar. After that, just layer a crazybump pass on top. Will give a much nicer depth to it.
Nice, I love his proportions and style. I agree with thnom though, the normals aren't doing much. Do you paint your normals or bake them from a highpoly mesh?
when i had my old computer wich sucked balls i used to make a simple plane then uvmap it and make the highpoly parts on that, then i would add in the detail through photoshop.
It is part of my assignment to create a World of Warcraft inspired environment, I'm at the low poly stage about to go onto texturing, but i would love some feedback :) Scene Block out Highpoly Assets Final Block out
Im trying to transfer textures to a low poly character from several highpoly assets. Im using max's render to texture but for some reason max crashes if I try to transfer them at 2048. Anyone have any suggestions?
Hello, this one is my first work of render in real time, I would like that you were giving to me advices to improve my work. LOWPOLY 270 faces HIGHPOLY 468 faces SOFTWARE: Maya, Photoshop, CrazyBump, Mesh. thanks!!
I need to get my sub-d skills up to par so I've started on this workshop. I'm fairly certain I'd like to do a game-res version of this, so the highpoly will be adjusted for that as I progress. Here's the block out:
Hey all! I'm working on Jak from Jak 3 since I thought it would be cool to see a remastered version. I'm looking to render in a stylized pbr style. I finished the high, Thoughts and critiques very appreciated! HighPoly: