Awesome job :) Looking forward to see what you can do with dDo :) Did you render the color map from the highpoly? If not I would recommend doing that, at least splitting the screws into it's own material group.
they have to be in the same space, so the lowpoly should cover your highpoly. Also that wont bake well no matter what, normals only fake lighting angles, but there is a massive silhouette difference between those 2 meshes.
wow, awesome job, im really liking the diffuse on this one :thumbup: you did a nice job sticking close to the concept as well do you have any shots on the highpoly? (im assuming this was sculpted initially)
aspent most of the week with no comp due to faulty ram and getting an extra hard drive but I've managed to finish the highpoly here, unless there's any crits (which would be awesome fyi) then I'll start baking this bastard
Smoothing : http://wiki.polycount.com/wiki/Normal_Map_Modeling#Smoothing_Groups_.26_Hard_Edges Modeling for games is a fairly complex subject, but this might help: http://wiki.polycount.com/wiki/Normal_Map_Modeling Info about grabbing highpoly details: http://wiki.polycount.com/wiki/Texture_Baking
nice work dude just saw this on facebook the only thing that bugs me is the face feels abit flat but it has to be in the texturing because the highpoly it looks great other then that tho awesome job :D and goodluck in the competition :)
great work! I work on iphone stuff all the time so just for an idea of the process you use how long would something like that tank take and would you actually create a highpoly properly?
ii think the highpoly shapes arent interesting, they are basically some prettied up primitives, i would try to make something more challenging , take a look at gears of war enviros etc , theres tons of inspiration
To create a heightmap for a 2d texture like this I sometimes find it easier to simply put a gradient map on the highpoly than to try to bake it. It's easier to control the range of tones that way and stop what Earthquake is talking about.
hm what i dislike nmost on retopo in max is, that i can't render the viewport in passes, i want the retopo to be rendered in front of the highpoly, see through sucks for that and faces that clip through the surface do too