i just brought up this topic instead opening a new one i have some similar problem: http://s16.postimg.org/66o3d6o5x/marmo_jaggyshadow.jpg details: -16bit png displacement map (i tried with 8 bit tga. same result) -tesselation: PN triangles (512 but i tried even 2048 doesn't work) -direct light (so no falloff, size ect…
You can view your Normal Map in Mudbox aswell.You can paint on your model in realtime in Mudbox too.Planarias suggestion will only work good, if you are working on static things.If you want to do stuff which deforms you should rebuild the lowpoly by hand. And you will most probably get a cleaner uv map when you are doing…
I think the main thing you have to do is catch up on current gen workflows. Even as for "lowpoly" art, today there are a lot of new techniques to make stuff look more appealing. I would say since polycount became much less important, low poly art is often a stylistic choice while your art looks like it is going for some…
I have been working on getting the major scene props done, starting for some simpler assets and going more complex. I decided to post a quick update of 2 of the more interesting ones I have completed. My workflow went from Zbrush for the Highpoly, Maya for the Lowpoly and texture baking and Substance Painter for textures.…
use whatever fits best into your pipeline or workflow if you can. For speed on pbr environments I really recommend substance painter, make your lowpoly and have good uvs and an id map(vertex colours even) then just slap on materials and put the model in your archvis. You really don't have to add any dust or scratches or…
Kat, the colum is looking good, as for the barrel and such I agree that it isn't looking quite correct, having it within a game engine will really help in figuring out any problems. As for the grenade, you arent pusing out the little pinapple parts as they feel quite shallow. The textures all need to be pushed but…
If you put a normal map from a hipoly source on that it will usually fix the smoothing errors. Sometimes you will need to chamfer the edge if it's sharper than 90 degrees here's an example I made: the three models all have exactly the same geometry. However the two on the right have 1 smooth group and the one on the bottom…
cheers for the replies guys, muchos encouraging ^_^ i'll probably end up adding some more skin detail on the normal map at the end and see how it turns out. And he might look a little short due to lack of shoes perhaps :P Also trying to figure out how to render him out, my maya screens generally look crap and xNormal looks…
Much better lowpoly version, but still plenty to optimize. I would loose the three small extra loops on the round "bump" right under the blade, that small rim at those "turn-around" spikes, those extra loops at the very top and bottom of the staff and the vertex in the middel of the radial tris at the "grip thing". Basicly…
I think that sterno-mastoid flowing up behind the ear will help out your side view quite a bit. Right now, it's running into his jaw-line like Rhino pointed out....making your jaw line appear to be a lot more hard edged then what it should be. Try softening that jaw line up a bit and I think it will give it a more natural…