When you're converting with crazybump there's no information on the direction of the faces from the lowpoly, so it's pretty much unavoidable that you'll get some seams where you have UV splits. Check your crazybumped normal map alone, to see how visible the seam is, if it's alot less visible, you should look into how…
You dont need to bake it twice, just make a simple tiling normal map from a small section of rope, spline out your lowpoly and you're done. That is of course assuming that this rope is hanging accross your scene. If all you need is a long hanging rope, there is no reason the model the entire thing in HP. If you're wraping…
Didn't watch the video, but just looking at your lowpoly it looks like it's all hard-edges. You need UV splits along hard edges (and space between the UV shells of course). Or rather in your case, all the horizontal edges could probably be soft edges instead of hard (before you bake of course). There are many threads about…
From the top of my head, Xnormal lets you: Use completely different meshes for the lowpoly and highpoly (good for when the highpoly contains multiple meshes, floating geometry, etc) Specify the tangent basis of the normal map Have control over a mesh's vertex normals Bake more map types Preview maps as they bake,…
Hi guys, I wanted to show you few more shots of the Archer: The lowpoly model right before jumping in to the land of texturing fun (just a quick AO thrown on top for this shot) : Few variations of the Archer character before choosing the final direction. Base created in Zbrush and all the rest is good old liquify filter…
Ye you can't really avoid those clusters sometimes. The only reason you see it now is due to specialized shaders for sculpting microdetails, but when you have the end product (lowpoly+normalmaps+texture) nobody including you will be able to notice it. I wouldn't worry about it, in fact I don't even bother…
Skip the AO renders, they dont do anything to show of your model and hide potential errors from critique. A nice viewport screenshot with some basic lighting will be much better. You probably need to cap off all of these holes you have, like in the rail area, as that will not bake well as is, unless you plan to model the…
Make a highpoly model with any tool and technique you want. Make a matching ingame lowpoly with any tool you want. Bake the high information to the low mesh with the tool the most appropriate for the game engine you are working with. That's about all there is to it! Besides these 3 steps, there really is no magic workflow.…
just use xnormal for your normal maps, its very easy to use and there's a basic tutorial for free on eat3d site, unwrapping shouldn't be hard either just look on youtube for some tutorials this looks pretty simple to unwrap, also i see some edges on the the side you could remove but the model is so lowpoly that i don't…
I have been mainly using modo 302 as a freelance artist for the last few years. I use it for modeling highpoly subd's, lowpoly, uving and painting wear/tear seams. I have written a custom .obj exporter which supports smoothing groups, vertex normals, does triangulation on the fly and more. It might take a bit to get used…