thanks for the suggestions. I was quite excited about the ray blockers because as you described them, they should eliminate my problems. However, I cannot get them to work properly. I set it up as a lowpoly plane (about 12 tris or so) at about the black spot I marked at the top, reaching from the very bottom of the model…
It looks like you referenced your shoulder joints of Arsh's base mesh too, they need another loop for animation purposes. Other than that the shape looks good. I also reference from Arsh's mesh lol, its a really nice lowpoly mesh with loops in the right places but clear of any definition though you should bare in mind that…
[ QUOTE ] ...The only way to reduce this effect is to add more geometry. Either way, it's not something you can help. It means your ouptut could probably be better but if you are doing really low-res stuff with normal mapping there's probably nothing you can do... [/ QUOTE ] Actually, you can (and I'm still trying to…
the problem is that engines change specifications during development or at least they want them to. just look at Duke Nukem Forever. it's nice not having to predict at the start of development how sophisticated the engine should be at the game's release. it's nice not having to worry that the game will look outdated if it…
I highly reccomend not going to a school, most schools only teach you the basics, im sure there is a lot of useful information to grab, but if you can make highpolys like that you should not have a problem at all finding a good job if you manage to bake those down and texture in a decent fashion. Better sit down and work…
finished up the highpoly (nothing much extra added to worth showing another render really, just more stitching, lacing etc and the hood attachment) Also finished up making the lowpoly for her. Made the sheeths for the daggers, just need to make the daggers now.. but il do that after i have her finished. lowpoly weighs in…
I'm focussing on adding detail, so it would be great to get some input for my concrete barrier highpoly before I'm doing the lowpoly. I will do a second, more damaged version afterwards, so I modeled the "inner life" of the barrier to bring out parts of it. Of course I will add some damage to the visible parts of that,…
Hmm, I didn't think of that. I've only used the technique in a lowpoly workflow. In Transfer Maps you can bake the highpoly diffuse color to a lowpoly, but I'm not sure if it works with vertex color. If it doesn't then a potential workaround is that you just do a quick automatic map on the highpoly and do the whole vertex…
jap your right with this .. but i´v changed that on the lowpoly.. .. ha and about the design.. the upper body is "new" compared to the lower body.. bc i had to redesign it for the highpoly (this model is original based on a old lowpoly i worked from time to time) and i was realy tooo lacy to work more on the legs.. but…
It can be done in either, I like to make my trim all the way through as an entire material. Essentially the trim can be treated as a hero prop in terms of workflow. Highpoly baked to lowpoly with all texturing done in substance painter. You don't have to do this however and you can just use the bake information from the…