Wrapping up on the highpoly! Got the sword in the works now and I think I'll re-do the cloak towards the end once I've posed him and modeled some stairs for it to drape over! Let me know if you have any crits though!
Single item side project, a mask for Gyrocopter. Finished the highpoly base and tested ingame with just a base colour added to make sure it fits without clipping. Now to sculpt the surface details, tweak the gradients etc. Feedback always welcome, thanks for viewing!
Matt you hit the nail on the head. Somehow the normals on the highpoly slats had gotten reversed. Then I did a few tweaks to the cage and managed this nice clean bake. Thanks for all the help guys! I'll post up the finished model later tonight.
Thanks guys, yep, I will just have to do without the feature and manage the options available. I just thought of it when trying to pull vertices of a cage over highpoly mesh, quickly selecting vertices linked by edges seems intuitive. This was a Maya feature.
yeah so far it doesnt seem you have putted any thought on the texture, like "hey what if it got just scratched only on the edges and no sign of ground contact or other type of grime?" ;) but i reealy like the highpolys, do more of these man.
Started and almost finished the bottom wall texture. I will use it on the lateral wall and the bottom of the keep. I decided to bake from the raw highpoly since the destination texture was 2048*2048. Computer was struggling but the result is there. Should I do a specular map for it?:poly121:
What application are you using? How are you trying to bake this? Are you baking AO directly into a lowpoly mesh, or are you baking from highpoly source to a lowpoly mesh? Can't help if you don't give us any useful information, I'm afraid.
+1 spend some time on the unwrap you have a lot fo wasted space, and spend time on painting the texture, and not thorwing straight photo source onto it, and if your comfortable with it, i would build a nice highpoly for baking normals, and an ao to help with the diffuse
Thanks a lot for the kind feedback guys! Haha damn the last post was ages ago. I haven't abandoned this project, just been busy with other stuff :blush: Here's a few new highpoly renders i made for the portfolio, updates on the turret soon!
Ah I see, did you use 1 smoothing group for the entire object in the end? Or did you literally use none. If you used none each face would emit it's normal directly out and miss most of the highpoly data though?