Mainly you'll only need the geometry put into the lowpoly model if you want its silhouette to change. Otherwise if you're baking the maps externally then only the highpoly will need the detail. If you're baking in zbrush you'll get the detail onto the low poly after subdividing and projecting
Nitrous is awesome, i love it especially for highpoly modeling. Anyway, I had the same "problem", nitrous just renders things differently to what we were used to; to fix that just change lighting and shadows to 1 light instead of 2 lights, like mentioned above.
I use blender and hardops for my hardsurface modeling and I never even bother with subdivision subsurface modeling. I simply Boolean/polymodel my low poly, and my highpoly is simply my low poly with bevels and all sorts of smaller details. No retopology required.
High Poly I cant seem to find the textured high poly version of the hair so these renders are using the low poly model on a highrt sub division Low Poly i will post more images soon of the wireframe, texture sheets and highpoly if my computer will allow
If you are baking vertex colors, remember to uncheck "Ignore per-vertex color" on your highpoly meshes. Otherwise, bad things will happen. Could you elaborate more on your resizing problem? It's hard to tell exactly what you're on about. Post some flats, maybe?
The highPoly looks good! post a picture of the other side! one thing that i see right of the bat is the 2 cylinders that hold up the whole barricade (part of the latch) feel like they need somekind of a connector between the parts they run straight into the top and bottom. keep it up!
Nah, I never build basemeshes from within WrapIt. Select your Low and your Highpoly meshes (or mesh A and B in your case), enter the distance desired - this is probably the crucial part for you - and press autowrap or something. Your mesh will probably deform a little though :/
What, like real life? Everything has some form of a rounded edge, if it doesn't its gonna cut you. Ace, Presuming your talking about highpoly models for baking. My approach to this is: If its big enough to bake into a map and you have the time, then bevel it.
I suggest to start with a simple testcase like 1 lowpoly mesh in .obj format and a tangentspace normal map that you baked from a highpoly mesh in xnormal, nothing else. See if that works and if not post the files and a screenshot of the incorrect results. I totally understand your frustration.
really nice stuff! the magdalena highpoly & bake is just great. I think the metal parts of doesn't pop that good out - but the rest is really cool. Maybe the colors are a bit too saturated to look like metal or the reflections aren't strong enough, don't know exactly ...