Nintendo46: To your question before. Lowpoly should be left the same it was before making the highpoly, but some forms of the mesh you could change to look more like the highpoly. Do not ovescale it. And for the cage, the cage should be slightly bit bigger than the LOWpoly, it should have the same geometry as the lowpoly…
Baking is one of my biggest problems; I still struggle with it. I am doing a hardsurface 'character' for the first time and I sculpted the Highpoly in ZBrush and made the retopo in 3DsMax The edges in my normal and ao are not very clean and I feel like that is not the bake, but hte lowpoly? I am baking in Substance Painter…
Good modeling and texturing! Could you post tips on your general workflow? I assume you build the "modular" lowpoly parts first and then build your lowpoly house from the these blocks. The wooden beams for example are all the same lowpoly mesh? And the roof? Also maybe some tips on where to get and how to make good wood…
Seems to be a normal orientation problem already in the lowpoly . Did you checked with Overlays --> Face Orientation (no mix of blue and red).. ohh wait -- you have n-gons in lowpoly.. not so good..
I started with a concept mesh in zbrush and used it as a guide in max to make the base of the lowpoly then threw the lowpoly back into zbrush to make the high lol Gavin is awesome! Very great teacher! Thanks!
Is it supposed to be a highpoly or a lowpoly mesh? If it's lowpoly I'd add some sharp edges or just leave it as is, if it's to be a highpoly you might need to learn more about subdivision surface modelling and shading in general.
I like the shape of the character but you could alot of poly's and make it around 1000 maybe less tri's. maybe google some lowpoly wireframes look at the lowpoly thread here on polycount.
Hi guys Havent been able to work on this project in a while here are some updates on the props, I will be posting more updates soon thanks Highpoly Sofa Chair- Beer Kegs lowpoly - Radiator Lowpoly -
Does the lowpoly shading look good with the normal map applied? Hard edges are certainly useful to control the shading of the lowpoly, especially at steep angles - just remember to split the UVs along hard edges to avoid artifacts! Maybe check out Making sense of hard edges, uvs, normal maps and vertex counts?
This is a watch for the character I'm currently working on Smooth shaded Weighted normals Wireframe of tris. Had to add this bevel because my lowpoly couldn't catch the bevels in that area even after I manually adjusted the cage in blender UVs Normal map(smooth shaded)