I actually agree with Ott on this one. Zhu's design could look SOOO cool as a high poly piece, baked down to a lowpoly. It'd make for an amazing portfolio piece as well. His design just screams highpoly goodness!
Does your projection cage encompass the high poly completely? Are the normals reversed on the highpoly? Is the image you posted what you saw (or saved) in the Render to Texture Render, or is the image what is being saved automatically at your specified location?
HighPoly is on the 1st image i posted about this container. Although it isn't super high poly keeping things basic for now, working up.... still used it to project normal maps onto low poly version via XNormal.
they look neat, some of those are better than others, i guess those guys bake down from highpoly models so i don't think the texture res on these is indicative of what the actual ingame models will look like
This is awesome. Model/highpoly are incredible -- texture's a bit weak. Too much random noisy detail, especially in the spec -- gives it that mid 90s prerender character. I'd try and define the materials a bit more subtly. Cool stuff, regardless.
I think it would bo good if you went back to your highpoly bricks and added some grout. At the moment, you have incredibly strong Ambient Occlusion baked into your diffuse which is completely killing your textures.
Depends on what you do. I get my 6 gb to choke pretty often so i guess the more the better. If your doing game art 4 should be fine if your not planing to go insane on highpolys.
To somehow go back to the original topic - Weren't the bumps in Halo all made by hand (as in, converted from B&W textures rather than generated from a highpoly source?) Not saying that it's good or bad - just think it is quite remarkable.
Instead of using turbosmooth, use meshsmooth (a modifier) stacked onto your lowpoly/highpolybase. Because you can just turn on and off the meshsmooth modifier to see how it looks, this keeps the model simple, while making the highpoly sexy.
hey, anyone know of a way to work on a plane to build a tileable highpoly. kind of like in photoshop, basically taking the far right of the plane and when ur sculpting details on there your seeing it come onto the other side as you reach the edge of the other. hope that makes sense?