Hi Spiffy Thank for your Comment. Ive been reading through the suggested threads but obviously i havent understand them enough... Ill give it a second read. What do you mean by intersecting? I thought that the low and high poly have to intersect each other as close as possible in terms of their silhouette. I paid attention…
It's not bad, but doesn't seem finished yet ^^. You should refine the shapes and details to give it a cleaner look, instead of staying with that "dynamesh" look. It will be hard to clean this with a high polycount so what I generally do is use Zremesher to get a "lowpoly", and start smoothing, subdividing and refining from…
Hello, Not sure if I should be posting here. My apologies for posting a Crystal Maiden item. Blocked out in Maya and then Zbrushed. The Lod0 for the staff weapon in Dota 2 is 1100 triangles and Lod1 is 600 triangles. My Lod0 mesh is 1200 triangles... I know... too much. And now my question: Do I have to create two…
I used Unity for a recent project for a augmented reality App. I created the assets based on some 3d scans. Modeled Lowpolys, created Rigs, baked textures assembled all in Unity and created materials, lightning and particles. The animation was not created by me. For the app to work you would need the actual german…
a sketchbook artist? it sounds like you're just in a rut of not finishing projects... doesn't mean anything about you as an artist IMO if you want to finish more projects start with small ones, make a tool or a lowpoly critter... make things small enough you can't not finish them. not every project has to be big. the most…
i think most people generally prefer to create the high poly first as it provides freedom to make it how you want without worrying about restrictions, then create the low poly around that. You can still polypaint without uvs or a lowpoly, you just bake it like you would other maps when you've finished the low poly. i bake…
So i'm not a prop artist but my advice for the time being is learn one thing at a time. Stop with unreal for the immediate moment, and learn to use zbrush. Make a nice highres model of a somewhat intricate prop...not just a barrel or a chair. Then learn to bake that down to a nice optimized lowpoly mesh. At this point,…
Thanks Hollander The head and the body are from that tutorial. The head looks indeed a bit weird, but I have no experience in this category so I cannot imagine how it will look like in the end. I really don't want a bug eyed alien spacechick, i want her face to look like this(not a copy but with this human cartoonish…
Thank you both for the feedback guys, and yes this is the high poly model and will be quad-ified when i export the final obj for baking so those flat n-gons won't be n-gons anymore also progress on this has been slow (diablo patch set my farming group a little back cause act 3 won't drop anything anymore xD and i had to…
In addition to the feet, I'd say the legs themselves need a bit of rethinking. I'd look at the anatomy of an actual digitigrade animal and base it off of that, because the anatomy right now looks a bit random (just on the legs, the torso and arms look good). On the lowpoly it looks like you're fighting your baking a little…