Thanks that helped, I made some changes to the 90 deg angles in the high poly and made changes to the low poly to match. Most of the problems are fixed but there are some errors around the inner lens that I'm not sure how to remove. I gave the low poly more edges but no luck.
Hey I was wondering if any of you guys had experience importing a mesh with weighted normals into Unreal? I get an error saying mesh has degenerate tangents, which I don't get if the normals havent been adjusted. Can't seem to find much about it on the tinterwebs.
easterislandnick it is intentionally glitchy. I actually try to exploit errors and problems within the software to find new images. Yes it has been used on shows, all of it. @coots7 There is very minimal post-production, maybe on a couple of shots, 99 percent comes out of cryengine. Thanks for the input!
Honestly, I'm also very new at ZBrush, at lot of what I'm doing is trial and error. There's so much potential to ZBrush, you just got to know what you need for the situation, otherwise you can quickly get lost trying to discover everything it can do!
Looks like some type of sorting error, try the blend masked or blend soft masked modes for the material. Another possibility would be to make the object a multi sub material, where you apply a translucent shader only to the parts that need it and the rest would be a regular opaque material.
So heres what I noticed, it was crashing cause of 2 objects that I previously extracted in ZB and Uv'd in Max. The Uv's were totally fine but they were the cause of the masking error, I ended up redo-ing the object bases in Max, and now it works perfectly Weird....
The highpoly looks good for most part, but you need to work on the lowpoly Start by adding more polys and make everything more round and improve the silhouette, (12 sided cylinder is not going to look good) and then add smoothing groups so you can see where errors are with the normals
Don't scale up the low poly, you juse need to affect the cage, Isaiah. Just need to affect the cage. You see the black edge errors on the edges of your low poly, right? Read this tutorial, see if it helps. https://marmoset.co/posts/toolbag-baking-tutorial/
thank you I'm trying to do as much as I can right now. texturing will take a lot of time for me later. Made uv and baked some maps, here you can see ao diffuse only, no lighting. there are some baking errors, but it will be easily fixed later.
Ive tried messing with the normals to no avail. It was built in zbrush so perhaps an error somewhere with the topology. On a whim I had the idea of taking a box, attaching the dwayne mesh to the box, therefore resting the topology, then deleting the box. It worked J. Here is the render plus a wire frame.