Happened to me before, it's your highpoly surface that didn't perfectly flat. Try what Jerc suggested, add some support loops but for your highpoly mesh. You can check your highpoly by assign a high gloss material on Max (seems like you're using Max?) and switch the viewport display to Faceted, can you see the differences…
Then you do know that a normalmap that is baked from a highpoly will in the best scenario be a perfect replica of the highpoly (with an exception of the silhuette) so in most cases your highpoly will be at fault. And these normals are also baked according to the tangents of your lowpoly, and this is important to know,…
e-freak if so it's pretty well approach to the rig for a film makers. Because it takes much less time to rig up lowpoly and then transfer skin weights instead making the rig for highpoly at once. Snader If yes, so does it make sense to spend some time on a UV for highpoly and paint both lowpoly and highpoly model instead…
If you're baking the polypaint from the highpoly in xnormal and you require the extra surface detail from the highpoly as a visual guide, you would probably be better off sticking with editing the polypaint on the highpoly sculpt instead. Otherwise you won't be able to view your normal map on your lowpoly model in zbrush.…
arrangemonk: No it's not, you said he should UV map the highpoly... which is really unnecessary. Vig doesn't ever suggest that. You only need to do the two bakes from highpoly to lowpoly, and then composite in Photoshop. There is no need to UV map the highpoly at all. That said, I find that process pretty fiddly and…
We are looking for a highly-skilled technical artist who will be able to work on a high-quality cel-shading material and outline material as noted in our Game Document. The technical artist must be able to produce quality work, and can communicate their process effectively and clearly to help teammates understand the…
At your normalmap it looks like you are baking from a "lowpoly" model to a lowpoly model. You need a subdivided highpoly mesh if you want more on your normalmap. It will bake just this, if there isnt anything else to bake. If your highpoly mesh have hard edges, and if its different from the lowpoly only at these areas,…
Maybe just finish the upper part roughly in highpoly and make a first person screenshot If you dont see it, it dosnt have to exist , so no need to model the rest Some fancy base materials on the highpoly, some UT background and you had a finished looking picture making materials for highpolys without UVs is a lot of fun…
hey all, I just followed this tutorial: https://www.youtube.com/watch?v=kGszEIT4Kww and I made an object with some extra add ons to practice highpoly modeling, but when I baked the normal and ambient occlusion maps, this happens: there's this ugly shadow near the screw on the right side, and the hole for the rivet looks…
Bad news, and I assume your teachers will tell you the same: This still isn't 'lowpoly'. Anything you use a Subdivision modifier on is a subdivision mesh. I'd block it out in a very simplistic way, and then bevel (with a modifier, preferably) any edges that need it. You can use your highpoly mesh as reference, but a…