Hello everyone. Few days ago, I opened this thread https://polycount.com/discussion/comment/2734111#Comment_2734111 concerning the basic pipeline to follow when you want to make a game asset. I've received the answers I needed to start a project and try to follow the "checklist" of the 3D Game Artist. BUT of course I'm a…
Well, usually you have a high poly mesh with nicely rounded edges (when using something like turbosmooth) and all the details you need and a low res mesh. The normal map contains alle the nice detail from the highpoly and transfers it to your lowpoly. There are tons of good tutorials an breakdowns for this. For example,…
You seem a bit confused here, first off for organic modeling(characters etc) the standard workflow isnt model lowpoly then high, its: A. Model clean evenly spaced quad based cage mesh for sculpting B. Sculpt/Model high C. Retopo for low D. UV low and bake For hard surface/props a similar workflow is usually used: A.…
wow at this level of detail... just use your lowpoly as your basemesh, this snapping to surface is a insane waste of time. Another option would be using skinwrap - have a generic base, slightly opened mouth, sightly closed eyes, and the according lowpoly. skinwrap the lowpoly onto the highpoly and morph the highpoly to the…
if you are making a disp map for lowpoly then that is how it is suppose to look. have you tested it on something like marmoset toolbag ? generally the disp map for lowpoly is the difference in height between the lowpoly and the subdivided highpoly. so the height map would be brighter in between vertices/edges which is what…
I would,... You can model the lowpoly in Max or in zbrush. But if you go from Max you should import in to ZBrush, and for something small like an axe, once its in ZB unify it so it is at a good size for ZB. Use Goz to send the axe to Max and you will see it is too small and probably in the wrong position so fiddle with the…
Hello again! Got another problem already. The distortion caused by the uv's is now corrected, but I still can't figure out howto bake a nice normal map. I played around with the envelope, tweaked the lowpoly to be outside the highpoly, inside, in the middle and I'm running out of Ideas to try. Here are some Pictures:…
Base model in 3dsmax from primitives a half then mirrored and to zbrush. I usually split the model into subtools by materials, gold in a subtool, steel in other etc so that i can bake a material id map really quick. Quick question for everyone: how do you guys normally do the bolts? do you ignore them for the lowpoly and…
Hey Fam, Tossing out my First post in this community, let me know what you think of it! So, this is the Main presentation scene I was planning out, mainly inspired by last of us! Highpoly Lowpoly