i mean the brush automasking option not the mask by something options. cavity and backface masking are awesome.I have to try it in 3dcoat. can you paint the highpoly without uvs or will it need uvs? i really didn#t paint there in a long while.
At this moment your portfolio lacks any strong works. Start with something simple, make good highpoly, lowpoly, uv and texture it. You don't need to show all your works. Sometimes even one is fine, but it should look professional.
Yeah, the way this is modeled is very inefficient, and doesn't suit the unique nature of the highpoly details. You don't really need all of those bevels modeled in(it will be barely noticeable) better to have one solid chunk unwrapped uniquely, or mirrored horizontally.
Whoaaaa O o! So you mean, I can paint materials onto the highres itself, then I bake everything out to lowpoly ?? Can I render out the highpoly stuff itself ? In 3d-coat? In Keyshot ? Back into ZBrush ??
The Tension modifier is pretty helpful for making cavity (concavity) maps. Only works on the highpoly mesh, and it doesn't work well if the mesh is small (like under 1 unit). But it's interactive in the viewport, pretty cool. More methods... http://wiki.polycount.net/CurvatureMap
I use blender and this is how I do it. I export the object from sculptris. Then import to blender and make or adjust the lowpoly polymodel I previously made, then uvmap it. To bake the normal map, in object mode, shift+select the highpoly and then the lowpoly.
Cool :) But I have to agree with skodone, the hair lost a lot of detail and it's a shame because it looks awesome on the highpoly model: Keep up the good work! (coolest thing is: I remember seeing the drawing on a wall @ sig and recognized it instantly :P)
Update: Working away on the highpoly version of the character. Some stuff is only blocked in right now. I have no idea what I'm doing when it comes to hard surface sci-fi tech stuff so there is a lot of flailing going on.
Man I would love to see some breakdown shots. You seem to be whipping these out pretty fast, you could tease us a bit more with process. Like the highpoly and maps. ;) What are you displaying these in? Realtime? Keep it up!
Well, the bevels on your highpoly are too tight to bake well, and those artifacts you see might be from using a 8 bit texture, try baking a larger 16 bit normal map, use TIFF if you are using xNormal.