Hi there... I'm having big problems with smoothing groups on my rock and i can't seem to be able to fix it. It's been haunting me for a long time but i haven't really started noticing it before now. Here are a few pics of a lowpoly rock with a normal map on it. As you can see in the pictures, there are seperate issues when…
Hi all, Start working on lowpoly of some old my SMG concept of volt-rail gun. I will try explain each stage with tips and tricks, from lw+bake to textures. for more information about , please ask me and i will be glad to answer. Stage 1 Stage 2 Stage 3 On first I wanna say big Thanks to Sean Byers and Nick Gekko,…
I get some odd artifacting and shading on my normal map bake and I am at a dead end figuring why. The highpoly is fairly aligned to the lowpoly as far I can tell + the two floaters (text+wheel nuts) are all covered by the projection cage. I used the Loop uvw tool to flatten the tracks and and rims. In some places it seems…
Just looking at the top pic you may be missing basic stuff. The lowpoly model on the right has strange smoothing. Most baking apps require you to smooth shade all polys with a single group before you bake. Before you experiment further it may be an idea to find a comprehensive tutorial on the process. One that covers the…
First task: Jars collection References of the Jars Highpoly Lowpoly meshes Texturing: I had created a smart material in Substance Painter on the jar down bellow and I will reuse that material on the rest of the jars. And after applying the material on the new jars I should do tweaks on the material settings and do some…
Umm yeah, too much detail for typical games use. Only situation where this much poly detail is warranted would be if you were making a mosquito simulator, where the camera would routinely get this close. A better rule of thumb is to try to get each modular piece in the 2000 triangle range. With lots of leeway for different…
You do NOT need clean topology on static objects. The auto retopo'd lowpoly should be fine. Maybe fix up the major errors but it should be mostly ok. Just make sure it gives the silhouette you want. Clean topology is important on animated / deforming objects but its not important when the object is static. If you have…
Are they defining 'polys' as Tris or Quads? 'cause 60 tris is crazy low, even for a lowpoly modelling exercise. Anyways, I usually approach this kind of thing by building my base asset without regards for poly count (obviously not going over board though) and then cut anything that doesn't directly contribute to…
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.…
here are mine couple cents :) Czech tank T25, a prototype, no actual vehicle were built Credits: about 70% of hull as well as chassis were already normalmaped, rest by me, tracks model were already done completely - unfortunately no credits available Japanese tank Type 91 Credits: Base lowpoly geo and uv's were done by…