Hey @Kruskebunken, looks cool! Props for doing overpaints on your work, good technique to make observations. I wouldn't stress too much about the asset not matching the concept 1:1 - but you have a point that the shape of the concept is a little more dynamic. (Nitpick alert: I would make sure the backrest is one piece with…
lol, for cars and hard surface models in general, you want a subdivision workflow where you make a lowpoly, then subdivide it. Make use of edgeloops and in general start low (poly) and work high. Using mirror isn't even the main issue here imo
No. I'd suggest a moment of inspiration (Moi3d) to extract an editable mesh: (primarily hard surface) https://80.lv/articles/fusion-360-for-games/ https://polycount.com/discussion/208690/game-ready-lowpoly-asset-from-fusion-360-workflow-guide
Hello folks, So here are some screenshots as highpoly 'semi-final' stage. (need "aging" work in zbrush bit more, I guess.) Currently working on lowpoly, and it's another huge battle. Thanks for watching, and looking forward to hear some crits.
huh... that's pretty awesome how u can preview the UV and model ripping in realtime on the lowpoly.. :). The only downside is exporting to OBJ, although I could write a script to do that in 1 click probably, but still. Otherwise, looks awesome, thanks for the link.
Yes its from model to model and how build it. If you are going to bake a normal map from a highpoly different rules will apply then if its just a lowpoly. You should definately make those edges hard on that model imo or bevel the edges.
The easy way to do it is: -Export the lowest levels of the head and body above and merge the verts together in max/maya etc. -Use subtool master to merge the highpoly tools together. -Import the merged lowpoly back into Zbrush over the highpoly and press yes.
Sorry I'm of no help when it comes to Zbrush. Have you seen this tutorial by SHEPEIRO? The Polycount thread for it. It doesn't seem to be tileable sculpting so it may be of no use to you, but the end result is a tileable lowpoly + normal map and that's what you want right?
Well its not like I dont want to use other programs as help at all, I have no issues with opening 3DS to change the normals and import to something else for the UVs and whatnot, its more about the modeling process itself, basemesh and lowpoly
I always go: placeholder/blockout highpoly lowpoly texture I've seen people do a texture first style workflow. However it doesn't always give the best result in my opinion since you can't get as precise normalmapping on the models.