Hello polycount users! Here is my works of Annie and Tibbers fan skin. Dragon Trainer Annie https://www.artstation.com/artwork/L01RK League of legends fan character Concept art by Riot Penguin http://riotpenguin.blogspot.ru/ I worked on highpoly, lowpoly & textures Annie HighPoly Annie LowPoly Annie Grid Annie fake…
if i export all my highpoly separately according to material definition(which i always do anyways), wouldn't applying vertex color to highpoly become redundant ? also, applying vertex color would mean importing a dense highpoly mesh back to maya/max is a hassle. the base color u see here was baked in xnormal pretty fast.…
I don't get it. Should we bake an inverted HighPoly Mesh of the Lowpoly version, like standard baking method? (Cuz for me it just don't work. I've used Xnormal and 3DSMax, and both renders are fu****up.) Or should we bake a HighPoly mesh AO which mean that the highpoly version should have UVs. It would be great to have a…
Great job everyone, so many amazing entries by everyone as the deadline is creeping up! Personally I have been having a hard time to find the necessery time to work on Yorick as much as I have wanted. But I will have to be done with the highpoly next week. I spent some time having fun in keyshot for the highpoly, trying to…
Hi! You will need sufficient texture resolution for edges to get picked up nicely, especially with tight edges like here. To optimize the use of texture space, break down the asset first. For large areas like wall and roof you can use tiling textures, especially here where edges seem to be covered by meshes. Parts like…
You also have a bad normal bake because you've baked your meshes in different positions. The highpoly is about 9 units off in the Y direction so your map looks nothing like the actual highpoly: Next time you're making your highpoly make sure that you don't use the move tool to move it around - just rotate and pan the…
Your image isn't working, you've got to link to the image using the direct link. If you want a better host than imageshack, use imgur.com You can get that texture applied to your lowpoly using a bit of roundabout work. Unwrap the UVs for the highpoly model using one of the zbrush uv settings, then transfer color to UVs.…
That tutorial is outdated, made before xnormal could read polypaint data. It's easier now. 1. With polypaint turned on, export your two highpoly meshes as OBJs. Zbrush will save the polypaint data into the OBJ. 2. Load them both up in xnormal in the highpoly slots. Be sure to uncheck "Ignore-per-vertex-color" 3. Load your…
Maybe you can import your highpoly in Zbrush and polypaint it, then export in OBJ and bake the vertex color info (in Xnormal for instance). You can also easily split your highpoly (still in Zbrush) in many subtools while cliking auto group (in tool/polygroups) then click groups splits (in tool/subtool) to resplit your…
I spend most of my time at work making weapons. I would definitely model the highpoly - it gives you great normals that catch all the right angles, and a solid AO bake to work with for creating a texture. Not building a highpoly model cripples your ability to make a good looking model quickly, imho. The time you spend…