To make a lowpoly from a sculpt I've always use 3D-Coat. However where I work I have to use 3dsmax or Zbrush for that, which is incredibly painful when you're used to the beautiful retopo tools of 3D-Coat. So that made me think, are any of you used to make a lowpoly from a sculpt without awesome programs like 3D-Coat and…
Hi, I'm a freelance 3D artist and looking for part time works. I'm using Blender for modeling and Substance Painter for texturing. I can model high poly objects and lowpoly objects. But I don't do character models. I also sell models at cgtrader. https://www.cgtrader.com/weeray Availability :- Available Following objects…
Small update, got the lowpoly unwrapped and did a few test bakes then threw them into Unreal. Made a material that overlays the UV layout on the mesh, for quick wireframe presentation. There are still a few issues with the bake, I will probably need to explode the model for the final bake to get nice clean results. Next…
Hey folks. I've setup a simple rig for a lowpoly (~1500 tris) character - no constraints or drivers or bone shapes or anything clever (yet). The .blend also includes a simple animation to test the rig. I'm just looking to get some notes on my rigging for the elbows and knees (and possibly the teeth). I'm getting some…
Hi! I come here to ask two questions. 1st is, is this problem with jagged lines in textures caused by not having 90 degree UV islands? And also, I would like to know some tips on the workflow with highpoly to lowpoly. I would like to know how would you approach the texturing process where you would be able to use the…
Everywhere you have an angle of more than 45 deg and a hard edge, you need to separate the UV-shells. Otherwise you always will have this lowpoly artifacts on your normal map. Only 3ds Max has this problem, it’s just fucked up! You can bevel everything, or set some smoothing groups to achieve a better shading on your…
I really want to find a way to turn a rough lowpoly model done by using ton of boolean operation in 3ds max (with propperly set smooth groups but crappy topology) into good looking (but not ideal production ready) highpoly. Or at leas give this lowpoly a fake look of a highpoly. The final goal is not production ready asset…
Transform a textured low-poly 3D mesh into a detailed high-poly sculpt so I can bake normal map. It's a chibi but has defined muscles, you should have strong knowledge about man's heroic muscles. We will need a zbursh file, progress images, or a video of the making process (so we can use it on social media). Budget: $150.