i would uvmap the highpoly, and render out an ao map without the floaters and then render out the aos for the floaters separately, and then bake the two like the normalmap to the lowpoly
SnaP! that is awesome, really like how the highpoly stones turned out in your lowpoly. Those environments look insane, not only the modeling but the lighting and feeling of the composition.
I think it would be much easier (and better looking!) to have the negative cutouts actually part of the lowpoly! Good luck, this piece could look very cool!
Finished up the Highpoly this weekend. Took a break from it for a couple weeks to work on some soft surface sculpting, but getting back into it. Going to start the lowpoly tonight.
Small update on this cracker. Changed proportions to fit the concept art better and finished lowpoly for the body, head and eyes. Texturing next, and then moustaches, beards and other treats.
For the first model is realy good work. ______________________________________________ Some links for You - at PSIONIC website : http://www.psionic3d.co.uk/tutorials.html dirrect - http://www.psionic.pwp.blueyonder.co.uk/tutorials/lowpoly/zmod.html welcome
Lowpoly, nearing completion. It's at 17.500 tri's now, 20.000 is the limit. Timewise i'm at 19 hours so far, for modeling only. This thing really is a lot of work!
Multiple lowpoly views i've made of the gun, is there anything i'm oding wrong here? the current tiangle count is at 8200 tris. Is it considered too much for an FPS?