I have added in the textures for the kitchen area and the space sphere and planets. I used the Space Creator plugin https://www.fab.com/listings/d8fb008f-0f6b-4ece-9568-3fe57f2f0e6d I would highly recommend it. My goal now is to add in more polish with more assets and some animated features.
Mix and match techniques, it's not all or nothing. Sculpted highpoly gargoyle, baked to a unique UV. Pillar could mix baked details (think the curled details at the top of a corinthian column) with trim sheet tiling (the vertical fluting of same corinthian column).
No, not going anywhere yet. Use the same techniques as the base of my Highpoly work and then all my retopo / game meshes are build in this general way. Zbrush is nice to muck around in, design and detail though. Wouldnt use it for a final game mesh.
Also because we're lazy and we don't wanna have to click through to pictures. I'm not exactly a highpoly specialist so I won't go into technicals, but I feel right now the car is too sharp, and too flat/long.
Had a chance to get some more work done on the character today. Here is an update on the highpoly progress with most of the armor in. Still have the boots, hand armor, and a few other pieces still to do.. and then the fur! Thanks in advance for the critiques/suggestions! :)
Looking good, I like it a lot so far, very nice packing aswell. Not sure if I'm feeling a 4k would be necessary but it's rather highpoly for a lowpoly so I can see why. Looking forward to seeing the textures regardless.
Hey :) could you please post your highpoly mesh. Your Mesh in Marmoset looks like there is no normalmap at all. To get your mesh looking correct you would need a specular map to define the highlights of the different parts of the geometry.
Thank you! Yes, projected onto planes. The planes are arranged in a triangle shape, which reads well from multiple angles. The highpoly model gives me a good custom shape, plus some GI lighting, alpha, and a normal map.
I wouldn't think it's that abnormal. But I would imagine it's easier to retopo your highpoly with a new edge flow rather than creating a new subdivision cage manually. Not that subdivision modeling isn't good practice for good edge flow in the future...
The first house WIP. The above result is still a bit weak, so decided to just sculpt out the entire second house as a test. This just might turn out better, more highpoly stuff tomorrow! Below just the stairs for now~