I decided to switch over and do the hut, the scene I originally picked is way to far over my head. I'm excited to go through the whole pipeline and hopefully have it look good. Here's what I have so far. Any feedback on my lowpoly would be appreciated. I kind of just winged it, I've never really studied how to actually do…
This looks good. The trigger guard could use some more sides, it's the only part that looks clearly lowpoly. The materials read well. I think design wise I'd like to see the grips bump out some more from the frame, to make the silhouette more interesting. Also, a text/logo pass can really enhance stuff like the big blank…
To move verts around in ZBrush just select the move brush. If you are worried about your model just make a duplicate and test out brushes on that. Duplicate is found in the tools pallet. I dont think its a good idea to uv a low poly blank in another app, and then bring that into ZB for detailing. You can make low poly…
look up smoothing groups / splits (maya) and how they work your lowpoly has wrong smoothing, and so everything looks strange (this disco ball look) there might be other things as well, but start with this. And make sure your OBJ/FBX exports smoothing as you made it (check by reimporting same model in maya) It could also be…
Update: Still got a ways to go before lowpoly. @Revocare: Thanks! I was thinking about animating, for the most part it would be pretty simple, except for the cables, which I don't know enough about animation/rigging to set that up. So I think I am just going to focus on modeling and texturing for now. @Marshkin: Thanks! I…
Could be I am not understanding the situation but, you should bake the model with the sections you want to mirror deleted on the lowpoly. After you have baked and applied the textures to your model select the polys you want to mirror, duplicate them and detach them from the main model. Flip them and attach them to the main…
thats a one day asset really, you just need to avoid all the time consuming stuff. I would never make an entire highpoly and lowpoly for something like that. Break it up in simple pieces. Add all the small details later, reuse parts etc. No point in spending so much time on whats essentially the kind of asset a player will…
I really appreciate the feedback! Here is an updated shot of what I have so far: It still seems like the AO maps aren't really "popping" if that makes sense. I baked out a few AO maps, and combined them in photoshop as overlays (I know my UV islands suck): Anyways, I'm a bit stuck on where to go next. I am currently using…
Substance Painter has a built-in baker. You set your project to show your lowpoly file, point the baker to your highpoly model file, and bake maps just like Xnormal (or Knald) would do. Substance Painter is just a little bit convoluted in that regard because high and low are specified in two very different places of the…
This is a fantastic bit of work, you made a really boring scene incredibly interesting with mostly 1 bit of wood. That takes a lot of lowpoly skill, patience and restraint. It would have been easy to just throw polys at this thing to make it work but it appears to be very restrained and disciplined. Mostly I just want to…