Haven't posted in a while. So the highpoly is a constant WIP :) There's sort of desired expression going on, hopefully I'll be able to pull it closer when I start texturing And I did the lowpoly. Gonna do the slick opacity transition in the hair roots and ends and add some flyaway cards on top of the main hair mass. For…
We are mostly using references when its going to big maya or softimage scenes. Try setting up parts of your scene like foreground and background as a reference with an low poly proxy. So you are able to hide parts of the scene which dont matter at the moment and the filesize is quite low because the referenced geometry is…
Here's Adam Ford's blog for those that are interested. It's hard say much just from that video. Could you post some images please, so we can see him in more detail? From what I can see the proportions are faithful to the concept and the anatomy is looking good. A problem that I foresee in this is that you'll need to add…
Thanks a lot for your suggestions and time RickD. I plan on reworking the low poly later today. The object is about 3inches in width, and 5-7inches deep, with the scene in cm. I'll adjust my lowpoly model to more closely match the high poly and work on smoothing the edges. Do you have any more suggestions for the uvmap of…
I would break up the wooden parts into separate planks (like on a barrel) as I think that would look more believable and more interesting ion my opinion. The model could be optimized quite a lot as well by faking some of the detail in the normal map as opposed to modelling it all out. For instance some of the screws (at…
Ok, great to hear! Thanks for the answer. A somewhat cumbersome workaround for now is to create a second set of materials for all the source meshes where only the metalness map is plugged into the albedo channel. This way I can transfer the metalness map from my high to my lowpoly anyways. As for the slightly darker albedo…
Because we don't know what your model looks like (preferably low with the AO tex on and a shot of the highpoly) it's harder to guess. You may want to visualize the rays used to calculate AO as hairs growing out from the mesh and wherever the hairs touch, they make it darker. My guess would be that no "hairs" are touching…
*merge the lowpoly objects *put an editpoly on top of the merged stack *Grab what used to be the individual objects and move them apart using the editable poly modifier. (you can turn this on and off to toggle the exploded mesh) *Key the position of you highpoly objects at frame 0 *move to frame 1 and move move your hp…
Update: got a low poly modeled. I haven't low poly modeled in a long time, so I'm not sure how I did. Ended up with 13k tris and about 7k verts. It was a slow process since I essentially had to start from scratch. I had trouble getting any workable geo from Fusion. Maybe I'll try and work with my export settings and see if…
hmm, that's really hard to tell without looking at the actual file. Did you try the preset meanwhile? The greyish/yellowish color, is that from the diffuse map or perhaps the mesh color of the lowpoly you are rendering from? Or the background? Try setting distinct colors for those in order to find out. The white spots…