Ah ok. You can polypaint the decimated merged model in zBrush and export it, probably best as fbx to Maya. From memory you have to have the colorize button (polypaint menu/ tool shelf) active in zBrush for the export. That will export the painted vertex colors. For vertex color you dont need uvs. Normally you would…
Had some time to work on the Sci-Fi Girl, did the lowpoly, baked and started texturing (mainly base colours and AO so far, been learning Marmoset for the day). Also posed the character in Zbrush but I seem to be stuck with copying and pasting the UV's (they got lost), so unless I can find a solution I'll just create a…
lol. What racer is trying to say is that tangent space normal maps aren't just bump maps. They are a system to replace lowpoly normals with those from a highpoly model. That means not just adding small details onto surfaces, but replacing the shading behavior with that of a high poly model. You can do this kind of hand…
Hello Makan subdividing the low poly increases it's vertex count and contradicts the high poly to low poly work-flow. Triangulating the low poly before you bake effectively locks the normals of the low poly, so in the game engine you are ruling out "normal errors". All game engines use triangulation and that is why it's…
Hey Dude, really appreciate you enthusiam, but you should go one step back and learn how to properly model you lowpoly stuff, advance to highpoly modelling and sculpting. You will need alot of anatomy to create convincing models. Creating Characters is one of the most difficult things. Rushing from 0 to 100 wont help you…
Hey Ribtibs, I'm not a fan of the gnome fan art, not because of the armor (because that looks good :) ) but because of the facial features. Like the ear almost and jaw alignment. Never played Wow, so don`t know if that`s the same there. Anyway Your highpolysculpt looks great! But you lost somewhat in your low poly. But I`m…
some great feedback and tips already, thanks guys. My PC is actually horribly outdated but it still manages to run MODO alright. I cannot use OPENGL/ADVANCED OPENGL but I do not even know it's benefits (something to do with HDRR?). What troubles me the most as a 3d student is that there are basically no Game Art tutorials…
Thank you very much for your comments Earthquake. You're right with the baseplate, I hadn't even noticed it. And you're also right about the intersection. About the edges being too hard, I didn't have the intention to bake it to a lowpoly. I started this more like a hardsurface subd practice. But is good to know in any…
It looks like you are baking with one smoothing group on most of your stuff, this is probably whats causing your shading errors. You have to set hard edges on your mesh where you have steep angles, and where ever you have a hard edge you need to have a UV split. Your other option is to use extra geo to control the shading…
When I look back, I just wished I had started modeling earlier by myself, and when I learned Cinema 4D in highschool, that the teacher had told us how to model properly with subdivision surfaces and not let us do some random lowpoly crap with topology you would get nightmares from ; ) I litterally modeled like 2-3 years…