Hi guys I'm going through my first ever model starting from a sculpt and taking it to textured low poly. So far this is my workflow... 1. Create Sculpt in Zbrush. 2. Decimate/Export to Maya and create Retopo Lowpoly with QuadDraw. 3. UV Unwrap Lowpoly. 4. Polypaint sculpt in Zbrush 5. Create all texture maps using…
First of all you try to bake a cylinder onto a lowpoly which is just too low. So your result is imo perfectly fine. If your problem is that the baked cylinder is not touching the edge of the lowpoly (where the red circle is) then your high and lowpoly do not match at this edge. If you want to deal with cages you should…
Yes. Except you need to make UVs for the lowpoly parts, and those UVs need to match the size of the intended output. If you load your registration marks into UVW Unwrap, as a background bitmap, then you can adjust your lowpoly UVs to match. Then you can bake the polypainted models into the lowpoly UV layout.
Not sure if this has been asked before, I basically need to bake lightmap with only lowpoly and normal map, kind of like how painter does it, but it can't use custom lights. Thanks!