Did a little more texture work. It still needs a specular map but I'm pretty happy with the diffuse. I also made the highpoly of the master sword and softened the edges on the shield for better normals. I also thought I'd make a navy to kinda float around and here's a wip:
hmm what kind of texturemaps? well usually its something along the line of: Make a highP model Make a low poly model Get normalmaps and heightmaps from the highpoly model paint diffuse, bump and specular in photoshop apply to low poly model and then bam = gears of war!
quick note, i dont 'think' that the demo version is of zbrush2, which is a HUGE difference, because zbrush 2 is where they added all the new highpoly features i believe, like really being able to work with high res models and export them back out as .obj
I think this is a huge issue. It's the portfolio piece vs. production asset issue. There a lot of things people do in highpoly that take way too much time, that essentially becomes completely wasted when the texture is baked, compressed, and shown in a normal resolution. Shortcuts and hackery are win on the job!
You can fix the wave in PS really fast using the smudge tool or free transform...that being said, you will get the least amount of waves, when the height segments of your cylinder in the lowpoly and its cage are on the same height....that way the rays hit the highpoly perpendicular and not at an angle...
some noob question. isn't it simplier to create blockout for whole scene, then highpoly models for each _unique_ proxy-model in your blockout, bake them and only then build whole scene from lowpoly geometry? right now it looks kinda like a waste of system resources. :poly122:
Hi everyone, this is my first post here. What do you think about my last work? - Draft/Lowpoly: Blender - Highpoly/Sculpt: Blender, Zbrush - Retopology: SpeedRetopo - UV: RizomUV (Texel density: 7.8-8.2 ppu) - Baking: Marmoset Toolbag - Texturing: Substance Painter - Render: Marmoset Toolbag Link to the artstation post
hi guys long time ago i made a concept for a near future / scifi rifle and a few days ago i started with the highpoly in zbrush. i want to show you my progress and i think i will need some help cause im not a expert for rifles but i hope you like it so far.
This is a little project for a little contest at Facepunch Studios. I wanted to use this as an exercise in learning how to generate highpoly normal maps for a low poly model. Here's what I've got so far... Uv's: But I hit a bit of a snag when it comes to the normal map... I'm using Maya and Mudbox...anybody know what's…
Baking a normalmap from highpoly mesh onto lowpoly using scanline render-to-texture (ray distance, no cage). Getting some weird banding type artifacts on a lot of edges, like the normals seem to be being rendered correctly every alternate pixel along the edge on some UV islands, some different like below. Any ideas?