It really depends on the individual's workflow. The way I (and a lot of other people I think) would do it is: Make high poly model first. Make low poly model around the shape of high-poly. Then you can render down whatever maps you want from the high poly to the low poly, usually it's just a normal map but technically you…
Yes, I would recommend custom vertex normals for baking normals to any engine that supports them. Whenever there is geometry in the transition between two flat faces on the lowpoly, like a chamfer or a curved surface, like that chamferbox to the right at 6 minutes in the vid: ( https://youtu.be/_kONIPr_gBM?t=362 ), you can…
Hello everyone. Few days ago, I opened this thread https://polycount.com/discussion/comment/2734111#Comment_2734111 concerning the basic pipeline to follow when you want to make a game asset. I've received the answers I needed to start a project and try to follow the "checklist" of the 3D Game Artist. BUT of course I'm a…
Hi I want to create a workflow with this software in pipeline. I think about this steps (need to create a characters asset turntable) 1. In ZBRUSH sculpt HIGH POLY mesh with dinamesh and save it all single subtool as OBJ_HIGHPOLY 2. In ZBRUSH create the low poly mesh so: DUPLICATE all subtool highpoly ---->GIVE CLAY…
8monkey Labs, Inc. is an independent game developer bent on counter-revolutionizing the game industry. As a breakthrough move to set itself apart from the rest of the industry, 8monkey Labs has decided to develop a next-next-gen title. One-upping the current-next-gen industry is no small feat, though. It requires a highly…
8monkey Labs, Inc. is an independent game developer bent on counter-revolutionizing the game industry. As a breakthrough move to set itself apart from the rest of the industry, 8monkey Labs has decided to develop a next-next-gen title. One-upping the current-next-gen industry is no small feat, though. It requires a highly…
When I first started, it seemed easier for me to block out a lowpoly and then attempt to build the highpoly source to fit it. This really is not the case. Do your highpoly work / sculpting work first, then retopo or construct the low around the high. For hardsurface work, loops can sometimes be removed from the high to…
I'm definitely going through this right now. Highly uncreative last couple of weeks. As in I'm caught just drooling over artwork going "I want to make that now". But then realize that I'm not doing anything new. So I'm going with the "pick concepts from the net" route right now to keep miproving my skills. I'm currently…
[ QUOTE ] Cheers. I also just found out, Max7 now has a built-in .OBJ exporter!? Amazing! [/ QUOTE ] oh yeah and it works sooooo good. I tried it out today on a model i have to do for contract. I just had to fix the size and some smoothing, nothing more. The portation from max to maya used to take nearly 3 hours per model,…
@Isparticul thanks for the render tips man! still suuuuper noobish at this whole high poly presentation thing so I'm just shooting in the dark haha. And yes, this is still the highpoly, I'm kind of being a panzy about making the lowpoly, as I'm still not totally sure if I like the highpoly quite yet. Also, I will be…