Honestly I haven't found a great way to do this in any app. It seems virtually all programs bake some of the vertex lighting in with the AO when using only a lowpoly mesh, or some other weird artifacts. So one thing I do when using the low AO tool in xnormal is, I sub-divide my mesh a couple times(without smoothing,…
People seem to forget that it all depends on what you are creating. For example, when it comes to lowpoly graphics, it's perfectly fine to stretch and pinch UV's. Hell, sometimes I even turn shells into a single line (1D is all you need for a gradient) or even a point (0D is all you need for a single color). But yes, for…
Best thing is to post still images. 1 image for each (lowpoly wire, zbrush sculpt) is usually enough. Videos take an extra click to see, and we have to wait for the text to go away until we can see the art. More clicks, more waiting = less eyeballs will see your work. Videos also don't work with the Magnifying Glass tool.…
Just found some more, sorry for the double post. Some other projects I did: Flak 88 (Highpoly modeling) Harley Davidson Fatboy High poly and low poly, my first attempted for lowpoly vehicle, I'm pretty sure I went too low poly and I know i definitely didnt spend enought time on the texturing (i was rushed) any tips for the…
Great model and cool detail. But one thing: His Jetpack looks somewhat like a car-soundsystem. ;p Although having a soundsystem in your specops suit might be a pretty funky idea. But I guess you could make those jet-engines an bit more like real engines. As I couldn't find the concept on the site you have linked I don't…
We use Displacement maps to displace the tesselated geometry. Just like you would do with a regular renderer like Mentalray or Renderman :) In this demo we use 2 different kinds of tesselation. regular tesselation with no smoothing, aswell as phong-tesselation that rounds off any nonsmooth edges you might find. I'll see if…
What really counts is verts, forget about tris or quads. Verts are what the game processes, and what really matters. Also remember that when you add smoothing groups, UV seams and materials they all tend to almost double your vert count. So be vary mindful about that stuff. It's sometimes or maybe even more often cheaper…
Add a piece of piping underneath the zipper to soften that angle and flatten the crotch some. Alternatively you can have the skin as a different mesh and there won't be a rigging issue as long as you space your vertices in between each tooth of the zipper on your lowpoly. I'm going to suggest going this route unless you're…
You can have separate parts but you should explode those out for baking. You can bake parts separately but its quicker to separate them in a way it will be easy to put back together and do the bake in one hit per map. I dunno, I reckon a hipoly model/ lowpoly cage with uvs/ export using xnormal exporter with projection…
Sandbags should be more flat. Now they look like pumped celophane bgs. U can just scale on local Z axis (or what ever is vertical in ur app). It could also the look iprove if u put them tighter togeter, even if they will penetrate into each other more. With this lowpoly it`s definetely not for FPS game Also I think the…