If you want to bake the normal map for the low res I wouldn't worry too much about having the ZBrush version mapped. Just lay out the UVs for the low polygon, and then bake the map in xNormal. If you want to paint the axe in ZBrush, providing you have enough polygon density, you can paint directly on the polygons and use…
I dont have any love at all for the first model, but the second one - LOVE it! :D there are a bit of wasted reduntant polygons around the crotch, feels kinda busy you know.. also a few vertexes in the face which could be merged and still retain shape. and, instead use those polygons on making another segment on the neck,…
I usually merge meshes together wherever I can but there are a few exceptions. Reasons for merging vertexes: * Merged vertexes are much easier to bake maps from as you don't have overlapping geometry on the lowpoly. This is a big time saver and produces much cleaner bakes. * Merged vertexes have fewer visible hard edges.…
I made a little demonstration video about micropolygons for people who don't understand it yet. I see a lof of "pseudovolumetric" and "voxel" and "claylike" here. And actually it isn't really like that. I had to skip one step because I didn't know how to do it, but this doesn't really change the outcome. My one has some…
Hello I have a question about character retopology, do I need to smooth my model after retopology? Its because when I'm sending the model for texturing to Substance Painter, after baking my high poly model I still can see polygons from low poly. After smoothing my model I don't see any polygons but this is adding a lot…
What JedTheKrampus said. Basically, If you have really long, thin polygons, you'll still have really long, thin polygons if you simply subdivide. Dynamesh essentially replaces your mesh with a new one containing evenly sized polygons so when you sculpt you get an even amount of detail across your entire mesh. It's not…
So I was having a similar issue when trying to Shit+LMB on a polygon to get a polygon loop selected. It was no longer working for polygons or verts. But if I collapsed my modifer stack down to an "editable poly" it would work fine. If I ever add an "Edit Poly" modifier on top of that it will stop working again - despite…
polygon residue detected Oh and i think you can let polygon count as the triangle count u kno triangles are polygons and chances are in game dev when you hear polygon cont they mean the tri-sided type.(so no need to list how many quads and ngons you have) So are you afraid of a game engine like udk, cryengine because i see…
Basically what is happening is if the handle itself is a 16 sided spline (16 is an example), it goes 5 directions so 80 polygons, adding a second edge loop to the corner makes the handle 160 polygons, and adding the third loop makes it 240. So the curve isn't a perfect L. But that's also only 1 curve, there are 3 more…
I think it has to do with the way polygons and triangles are counted. FBX is to blame for some inconsistencies in the way things are imported. fbx supports better maya pipelines. for instance in max even though you have an editable poly you need to add on top of the stack the edit poly modifier in order for fbx to…