My work so far! I could call it finished, but If someone has any ideas to make the scene better, do tell please! After started and (kind of) finishing a awesome mech-tank I am now starting on a new portfolio piece called: Sanctum. (My old thread: http://www.polycount.com/forum/showthread.php?t=116199) I will make my first…
alrighty. I decided to break out the "insane graph editing stuff" after all since nothing else was working. I created a control mesh which was basically a flattened cylinder but with the normals preserved (so a flat plane with a round normal surface) I baked normals on to this control mesh from a flat plane, so in max the…
Yeah, it comes down to tiling detail maps and material complexity to increase texel density. You can get a lot of reuse out of detail normal and grunge textures and they can be fairly small and heavily tiled, so I wouldn't be too concerned with that. You could also consider using vertex color as masks if texture use is a…
Hello, everyone! I am working on a school project, and am running into some issues. (I'm pretty sure this is the right thread ._____.) Okay so here it goes: The assignment is: Make a sci-fi hallway, texture and slap into UDK for modular-art practice. I'm having baking issues with my wall...This is what my hi-poly looks…
Hi. This is a method I came up with and originally shared on chamferzone, but since I can't see any evidence on someone using it before me I feel I'd share it to a wider audience. The concept is that when you're creating a highpoly to be baked later onto your lowpoly, if you use floaters they'll often get distortion…
Hello everyone, this is my first post and I would like to say that polycount is one of my top sites that really helped me alot and I'm so grateful to you guys. Anyway, I'm having problems with baking maps of models that contain round and circle areas (using xNormal) and no matter what I do the result will look jagged and…
Maps are fresh from xNormal and MR (I can't get the simple AO tool to work for some reason), they're not fixed yet (1024 after click): The gun doesn't do justice to the level, but it's interesting to see what it would look like. _________________ A lot of this stuff has been theory to me till now, so it was a bit of slow…
I tried texturing in zbrush a few times but... eh.... Pixologic seem willfully stubborn about making their texturing properly useful compared to other packages. It misses some key features. Firstly you can't paint on a low poly model. Your only option is to subdivide it with smoothing turned off. Which is a faff. Secondly…
Yeah doing the teeth every link definitely would have looked better in hindsight, I was going off of this pic: Also, my teeth stick up too far, and look pretty crap on the bake. I should have done planes, but I wanted to animate like EQ ha. I finished the bake, slapped the quickest diffuse on there ever (flat with AO) and…
Yep, that's reasonable, thanks for the input! Sculpt is still WIP but I've wanted to do first baking and see how it looks with normal maps. Some baking errors here and there, will fix them on the upcoming days, check out sketchfab: https://sketchfab.com/3d-models/test-71f95bc0d32c4751a6c57446d17bb82e