Hello Polycount community! This is my very first polycount topic and coincidentally my first finished 3D artwork. I uploaded it on ArtStation here: https://www.artstation.com/artwork/Ov5XY8 I modeled everything in Blender: highpoly, lowpoly; then I baked normal maps, ao and curvature in Marmoset Toolbag 4; textured…
If this is a modular piece, why don't you go all in. Use trimsheets and tilable textures on top of the vertex blending. You don't need a highpoly to lowpoly workflow with unique UVs/ Textures for this
it really depends from what you wrote i assume you would like to work from a high poly mesh and bake the maps to texture it in substance, so here`s a short breakdown. but keep in mind that i can not read your mind and guess what your final model should look like; -model the high poly (subd) -model the lowpoly + uv unwrap…
-Export your hipoly/s from zBrush to your hard disk/a disk. If you want you can polypaint it/them beforehand and that will give you a color map when you tick that option in xNormal/Maya baking (all 3d apps can bake maps but xNormal is straight forward, maybe Maya too I dont know). -Decimate a copiy of the highpoly/s…
SLIVIZ said: "I have no subdivisions on the model so I used the zrmesher method to create a low poly version of my model. I then created a UV map of the low poly subtool of my model, copied and pasted it into the high poly subtool and hit morph UV to check it. The uv map lost all its shape and was basically a mess."…
That's a pretty ambitious list; character art requires strong knowledge of anatomy, while vehicles generally benefit from a mechanical inclination — while they're not mutually exclusive it's not exactly common for the one artist to do both at a high standard. It's safe to say you will need to specialise eventually (once…
You need to setup a cage to limit the rays. To enable the option it's not enough. To setup a cage you have 3 options: 1. If you use 3dsmax, place a Projection modifier over your Edit Mesh(does not work with Edit polys) lowpoly. Extrude the cage until it covers completely the highpoly model and move some vertices if it's…
That's a lot of stuff you need to learn before doing anything. First of all, there's no material that works in every application. What you want to do is to extract texture from your high polygon model and apply it to your low poly model. You can do that by baking vertex color details down to low poly or saving texture from…
I'll be making a video tutorial regarding that tomorrow or a day after. The tutorial will feature : Maya/3dcoat/Xnormal/Mubox/Meshlab/UDK/Cryengine. To summaries the tutorial : Some base rock models will be sculpted in mudbox (can also be done in 3dcoat) Then I'll export those basic rock models from mudbox to 3dcoat where…