Not properly named. When you have a highpoly mesh tagged, you need a lowpoly with the same name except the _tag, -tag, .tag or whatever. It's not needed the lowpoly is tagged with _low, but the base name has to be equal for every high you have, which basically defines a different set.
Help! Have the same problem - after baking light i get only diffuse texture without a shadows or light. When i am disabling visibility of highpoly model (whicj i dont have, just using lowpoly as hp), it gives me a black color texture
I suggest making a thread a la portfolio type in Pimping and Preview section, it's better so you can have an actual thread for your models only where people can input feedback. As for the models, they look good, nothing to say really as far highpoly and wireframes go.
Almost done on the highpoly, I think the goggles could do with a more interesting look & I'm not sure whether I like the cat plush on the backpack yet! I think I'm gonna have a go at the motorbike for a bit before giving her another pass before retop :)
Looks good to me. I like that you added the welding joints. What will you use to bake this? You might want the top table bit on your lowpoly to have a simple bevelled edge. The highpoly is quite rounded and that might not come out in the bake on your low version.
Hi all thanks for all the feedback,Ive been doing a little work to try and catch up, I've still got to work up the face and finish the sabers scabbard, and there's still allot of embroidery to do but I feel like I've broken the back of the highpoly work now.
I think you should model them. Consider the fact that they have seen hundreds if not thousands of submissions of this model. This is your chance to impress them so don't take shortcuts. Even if it was a production asset, I know a lot of developers would want the larger panel lines in the highpoly.
In the video, did you bake that car without separating the parts or even use a cage? How can you get a clean result from that...I must be missing something? edit: Oh right, you baked them from an existing normalmap...but why import the highpoly mesh then?
the highpoly is looking awesome so far, but I would take care with such small details, they will probably not show up in the final product or will look "muddy" in the textures I'm not 100% sure about this, because I don't do the 3D part, but I've saw many taking the same path.
So, Got some proper work done on my Centaur weapon, here is the concept I ended up going with: Sorry about all the wasted space there. Anyway, here's my progress on the highpoly so far: I will be doing some sculpting on this to add wear, tear and damage.