So I made this robot bust in a kitbash sort of way. The highpoly is as detailed as I want it, but now I want to retopologize it. model The problem is that it contains lots of holes and gaps, for example under the tubes between the neck and the shoulder, and parts underneath that are less important. (The gaps show up a lot…
I am modelling a firearm and practicing my modelling skills when it comes to subdivision modelling and chamfering in 3ds max.So far I am doing a decent job at it, however I am now stuck at the supressor. As I can't seem to add in the details for the highpoly mesh, because everytime I extrude inwards and subdivide through…
Haha, wow, wasn't expecting all this feedback :P Ok, let's see what I can address... Well here's the lowpoly I'm using for projection. At 1208 tris currently. So a few notes, Most of the geometry that was kept was for a specific purpose while projecting. The four chamfers around the base I left because I've never like the…
1 - for games/realtime the lowpoly is the final asset that will be imported to the engine. The highpoly is a mesh that is used to bake maps from, to capture the high fidelity detail to a normal map so that an aproximation of that detail will make the lowpoly look like it's highpoly counterpart without the overheads of that…
World of Warcraft Shadowlands Sword Game Ready Asset Programs: Maya: used for Blockout/ Modeling Zbrush: used for Highpoly modeling Substance Painter: used for Texturing Unreal: used for Rendering Photoshop: used for Presentation Reference Lowpoly Model (left), Mesh (right) Highpoly model UV Texture Model with texture…
Greetings, My name is Alain Berset and I'm a freelance 3D Character Artist working remotely from Switzerland. I specialize in all aspects of character and creature creation for video games and animation. Here's my portfolio: http://www.alainberset.com My fields of expertise: -Character / creature design -HighPoly sculpting…
Hm it looks like you should use a higher subdevision for your highpoly as there are all these pinchy artefacts due to the too low polycount of the highpoly. Your highpoly images look kinda like a baked lowpoly If you turned a subdivision down to export to marmoset, then nevermind! Don't be so scroogey on those polys man,…
Welcome to polycount! :D I am going to address more what you said than the work itself because so far that seems to be the biggest problem. So with this statement I am assuming you sculpted a highpoly from your basemesh and then you cast to the basemesh. I would say that this is incorrect. A basemesh is only meant for one…