Option A: you don't need to retopo and unwrap, because you aren't going to texture it. Option C: 2) I'm not sure about that the Zbrush unwrapping is enough good in every cases, and I'm sure, Zremesher is not enough when we are talking about games. But it makes good result to use as a base lowpoly, that you can optimize…
It's a little hard to tell what the problem here is, could you highlight it? I'm seeing some weirdness on the rail and maybe some odd shading on the slope coming down from the rail as well. Is that what you mean? We do have a known issue with high poly meshes, sometimes sections of the mesh will appear to have slightly…
Normal maps should never be in sRGB(gamma) space, they should always be in linear space. By default normal maps load with sRGB off, however if you accidentally load your normal map into your albedo slot, that texture will get flagged as sRGB on. Your latest issues look like a problem with triangulation. Generally, it is…
Just wanted to ask couple of questions as I've followed the guide and normals are still acting up. Every time I bake stuff I almost have to figure out these techniques from scratch as nothing works consistently on everything. So I've made HP and LP in 3ds max. LP, kas a projection modifier on top of it (edit mesh modifier…
For starting out I recommend Maya LT for just learning about the theory of stuff mainly because it's cheap so you won't become too invested and it can do everything you need. Other cheap options are Silo and Nvil for modeling, Sculptris for sculpting, and 3D Coat for texture painting. I'd also invest in Marmoset Toolbag…
Hello Polycounters, It's been awhile. I have since decided to make the jump from Marmoset Toolbag 2 to Unreal Engine 4 as my engine of choice for the project. With the change in engines I was able to do a lot of heavy material editing. I was able to make a complete roof. First I started out with the support structures,…
No, I was doing it on my laptop(don't have a sculpting app on it) so I just tried it out on PS. I wouldn't really recommend it as I didn't get very good results myself! Sculpting seems to make a lot of sense though. Trial and error is how I've been learning WM here too, I'm getting some decent results doing everything in…
Thanks for the crits and kind words! @ CandyStripes05 I kinda like the clean look on his forehead but I maybe will add a bit smaller details in the texture there tho. The chains I did a bit of more details on the HP but I dont want to overkill it tho hehe. @ s1dK I am not sure what you mean lol. I am just trying following…
+1 on Zi0's crit. Right now it looks like your images are just screengrabs from Max/ Maya? I wouldn't recommend that for texture crit because those flatten out the lighting. Instead, try to light your scene properly or download the trial version of Marmoset Toolbag. Really I just want to see some material definition. Also,…
Working out an efficient way to create lots of hairstyles that look at least somewhat decent from a distance. Kind of got a production pipeline worked out that will allow a few styles per day. Textures will need more work -- right now this is just flat albedo and transparency, no roughness or anything else. Marmoset…