Hey Everyone! I am working on a game ready stylized character for my portfolio, I am almost done with the highpoly of the character (both ZBrush viewport capture and EEVEE test render are shared). The concept art is by Márcio Vieira. After completing the highpoly I plan to start creating the lowpoly (aiming for around 30k…
Hello there, I am trying since weks now to understand why I am getting weird results on my normal bakes. I am taking the lowpoly OBJ from a game where you can download them to reskin them, the UV map is already done. The Lowpoly mesh looks like that: I want to add different details to it, So I tryed many ways to make it…
Hi everyone. I'm trying a new hard-surface modeling workflow using floating trimsheets. I'm using a similar technique as described in this article: https://80.lv/articles/deus-ex-modular-one-texture-assembly-line-library-tutorial/ But I find this workflow not optimized enough (too many tris and 2 materials for each mesh).…
Recently I noticed a big problem with my normalmaps that I can't get solved. The normalmaps on different models lead to faceted shading that looks really odd, especially on very glossy surfaces. I tried for hours to get it of and googleling for solutions but I could not even find someone with a similar problem anywhere so…
it really depends from what you wrote i assume you would like to work from a high poly mesh and bake the maps to texture it in substance, so here`s a short breakdown. but keep in mind that i can not read your mind and guess what your final model should look like; -model the high poly (subd) -model the lowpoly + uv unwrap…
The only thing I would correct you on is the optimizing part. It's not about cutting counts as low as absolutely possible. Optimizing is all about removing any geometry that isn't necessary to achieve the look you want at the screen resolution you intend it to be viewed at. Sometimes you'll run into a situation where you…
it took me a while, but I managed to get a continuous mesh like I wanted. I ended up using a boolean operation to fuse tiles and grout. I had to clean up afterwards manually, that why I reduced the tile number to 42 (from 180). The overall process was this: - sculpt hp meshes of ~15 tiles - set up particle system to place…
I would recommend having more edge padding on your shells and spacing them further away from each other. This isn't causing your issue, but it will cause different issues down the road if you keep them so close to each other. You need to use that script in Modo to bake correct normal maps, and if you don't there is know…
Hi! I wonder if someone could help me figure out what's causing this problem I'm having. Been trying to solve it for many hours today. At first I thought it was just a bad bake, caused by bad match (distance) between high- and lowpoly, but now I think it might be more than that. The lowpoly is all soft edges, exported…
simple thing, your mesh is too lowpoly your faking smoothness with normalmaps but your mesh is still as lowpoly as the unsmoothed version would look like, so how should the raytracer cast the shadows, if not based on youir lowpoly mesh