This is very cool indeed. I would also have to agree with ceebee though! Also, how do you avoid seams at the borders? on a second note, you may be able to cut out a few steps by importing your lowpoly Uv'd mesh in to Zbrush, do "groups by UV", then using UV Master to create your flat layout. If you subdivide before…
Okay, now I got a hang of it :) One thing though, Im done with my highpoly and Im gonna retopo it to a lowpoly. Is there any better way than using the "remove" tool? Cause when I use the remove tool on edges it doesnt remove the verts only the edges. It also removes things that I didnt even select. Any input? And soon its…
Thank you for the link, i'll read it later ^^ @Dan! : i'm thinking of a classic lowpoly thing (or middle poly) like this mesh : http://www.tutorius.net/wp-content/uploads/2010/03/modeling-human-head-2.jpg and this sort of smoke, in a realistic style :S http://static.desktopnexus.com/thumbnails/29260-bigthumbnail.jpg…
I think you would get more views and comments on this if you posted in the Pimping and Previews forum instead of Sketchbooks. The model is looking really nice, great work. About the tris and messy wires, if it smooths ok, don't worry about it. No use stressing on something that wont change the result, and tris don't matter…
Hey man all your work looks really solid, and the layout of the site is pretty good as well. In some cases though its really hard to tell what exactly you worked on. I would say its fine to have a few in game screen shots, but it would help a ton to have breakdowns of the characters you worked on. Hipoly/lowpoly beauty…
So you're having problems finishing the game model (retoppo) but not the zbrush sculpt, correct? Maybe you're just a sculptor. Doing re-toppo can be very technical. Sculpting in zbrush is a bit more free and with less limitations and rules. Perhaps you don't enjoy that type of thinking? I'm the opposite. I don't like…
One thing I notice looking at the lowpoly wireframe, is you have lots of geo on the handle (which has a fairly subtle silhouette) compared to the large curves of the blade. It just seems out of proportion. If you can spend that much on the handle, why not add some extra edges in to help out the blade — not that it's…
That's strange because I can model and output normal model from it without a problem. I modeled and rigged couple mechs in it. Outputing LowPoly is even less problematic. Anything I can't do in it I can do in Zbrush. Different workflow doesn't mean that it can't do something. It's like saying that UE4 can't do something…
Thanks for all the replies boys and girls, since most of this was done on a computer lab at a library, this will be the last update as I head home (Internet is down at my house so I have to come here). I finalized a decent lowpoly and added seams. Will set up my UVs tomorrow: I wish you had told me about the select by…
due to having too many things to think about all at once, i've had to accelerate to the texturing stage. which means i've baked down the normals (although i'm going to be redoing the lowpoly ear very soon). the bake seems to have gone really smoothly and shouldn't need much (if any) photoshopping. texturing is fail as…