Hello everyone, I have just finished these rocks with the aid of a Youtube Tutorial. I used ZBrush
for modelling, 3D Studio Max and xNormal for baking and texturing. I wanted to
practice the Lowpoly and Highpoly stuff! It’s also the first time I modelled
and textured something! Any feedback and suggestions for improvement…
Since Polygoo and Lonewolf posted their mechs up I thought I would add my contribution to the pile. Adhesive Games already had the models geometry done. I cleaned up the Highpoly and rebaked the normals and created all the textures for this mech. Marmoset: In Game: All Rights are Reserved to Adhesive Games. ENJOY!
Hi everyone! I'm making a Krote, the mecha from Maschinen Krieger universe. The "clean base" high-poly is ready. I will add the missing stuff (all weldings, material definitions and minor details) after the low-poly is ready for baking. Here are two shots of the base highpoly: C&C is always welcome, cheers!
Stuff ranging from very low to very highpoly. Maybe drawings too if I get inspired, even though I'm not good at it.. ATM retexturing some FF7 battle backgrounds. Ridiculously highres, but the original maps are very wasteful for the most part (some of them have less than 1/4 of space used)
Selection constraints are great! I sometimes find myself working with very messy highpoly models for cleanup or whatever needs doing. Face selection constrained by a low-ish angle is a convenient way to cover a lot of area quickly while avoiding greebles. edit: doing not dong.
The above answers sound good to me. One thing I will add is that it's important to make sure in flat areas, that your highpoly is truly flat. So that means enough loops and divisions that the surface does not get curved, otherwise your low poly bake will not be flat in turn.
Also is it possible to: MD -> Maya retopo (with for example 3 subdivisions) -> Zbrush redefine So i can use the highpoly (3rd subdivision from zbrush) and rhe lowpoly would be the maya retopoed one (1. subdivision) or ist that totaly nonnsense? what would be there the pro or cons?
Thanks Razzman :) , Update before sleep... The details on the fabric are a placeholder, holding in mind that in substance painter I will add all this information without carrying out all the size required for that on highpoly, cos my computer is going to explode right now... Hope you like it guys!
This is generally, with perhaps some small variation, what most people do. I also assign colors to the various highpoly bits, RGB or RGBCMYW so I can bake out a diffuse texture and create masks from in photoshop. This really speeds up the texturing process.
Are you baking an ao as well? because I thought I had this issue when baking an ao with a really dense highpoly but the programm just wasn't reacting for the time it baked. I just went outside for a cigarette and when I came back it had stabilized itself.