Normally you would bake the normal map from high poly to lowpoly and then paint the texture on the lowpoly. I don't use mudbox much, but If you have texture painted on the highpoly, that might explain the file size.
Thank you very much for your critique... Literally i am unwrapping and baking for first time and i done only highpoly before... can you say any other tutorials, tips and tricks for me?
Looks nice, its really handy to be able to quickly place screws and bolts without having to do the highpoly for it. Do you have any tips for setting up the procedural controls that you showed in the last gif?
Try make it in a simple style, for instance like in Torchlight. Based on your previous threads, you don't have the chops to make a highpoly, bake it, paint diffuse, specular etc yet. Walk first, run later.
Try enabling Global Supersampling. It does anti-aliasing where the highpoly overlaps itself, like in these deep creases. http://help.autodesk.com/view/3DSMAX/2015/ENU/?guid=GUID-0ABE24E1-E11C-475D-A403-19A5E4119F09
Its really great. Subtle background +1. like it. The ground shadow of the highpoly is a little too much imo, but thats the only thing i could find. (Layer styles could be a little nicer and fonts but whatever ;) )
Really like this so far. Had only one crash but that might be cause of me silly loading a 3.5 mio poly highpoly :poly142: Nice little tool, way more intuitive than zbrush imho
I still use the highpoly, kill polygons, then connect the dots method from Lightwave, its the biggest secret in the game art community. but thats only when i can't build stuff straight out of triangles.
tnx polyhertz , seems to me that the problem is somewhere else in the code but i think i`ll be able to find it ^^ i`m working on a wrapmode (lowpoly wrapping around highpoly) for a tool that i am making btw )
You did very well. As a Highpoly piece, it is great. If you intend to get a clean bake from it, a lot of your edges are too sharp, to get a nice normal result. But i really like the modelled in details