I'm starting to get to the point where I feel like I will start to wrap up my Highpoly soon. I did some test renders trying to nail down that composition for the final renders.
And now, even more details! Still got some way to go though, planning to be done with the highpoly by the end of the weekend. Excuse all the similar images lately, but maybe it's a good way to show progress. Cheers!
ya good rule of thumb for highpolys divide shit where it is separate in real-life, with the exception of floaters for making surface detail. But in this day the need for floaters as pretty much been nullified by tools like nD2.
I would rather just bake a straight version of it that tiles on the long axis and do offsetting for the animations and all that. Also get a few more polys on the lowpoly and have it match more closely the original highpoly!
Here is an update on what ive got so far. I got the Lowpoly and a decent normal+Ao map out of my pc. Highpoly's And a try at Lowpoly [around 4.6k tris] 1color + AO +normal
how about combining your handpainted diffuse with a normalmap baked from a highpoly following your forms from the diffuse map? you could bring in some exaggerated hard edges, to mach the stylised look.
If you have having normal map issues, you should always post your highpoly, low poly, wireframes for the low poly, and your normal map, its hard to tell whats wrong otherwise.
One question I have is... the Normal I baked from zbrush highpoly is really shitty looking, could someone give me some advice of how to bake a cleaner normal from zbrush high?
looks sweet but way too sharp edges unless you are going for a photorealistic offline highpoly render without bake (which I would probably advise ) or for a 8k+ res target and close up shots
Something I suggested some time ago, is a way to import cameras from the 3d package via fbx for example, so you can keep the same camera angle as when/if you render the highpoly.