This age-old image shows an example with highpoly only: A example showing the baked result would only be of limited value, because the only significant difference there comes from the texture resolution, which will vary per asset. You could increase the texture resolution. However, even if that's an option it doesn't make…
Making good progress now, 'feeling' it, enjoying it; so things are happening fast and I'm making bolder choices. I'm thinking about the hydraulics of the thing, added pivot cylinders which are mostly instanced versions of the center pieces eye pieces. Slowly weaving pipes over everything. More refinements, checking how the…
OK guys, The bend idea is madness as I just spent a day trying to come up with a way to get a high poly "bend" bake. Unless you have access to NASA's computing power you can forget it, even trying to duplicate a 1kseg in modo is just impossible to do without a massive slow down. So I figured I would just go with what I…
[ QUOTE ] jogshy: Every time I tried to expand its cage it just got all messy , is there a issue with that or something? Or im just not using it correctly? [/ QUOTE ] There are three ways to use cages in xNormal: 1. Use the built-in editor. Enter the 3D viewer and check the "show cage" and "edit cage"... Play with…
oh nevermind these ramblings, as i expected this to become the lowpoly not the basemesh of a new highpoly. i really suggest you learn how to model this instead of doing it in cad, then remodelling it again to make a new highpoly. usually what you would do, make the cad model, bake that down to the final lowpoly
Hi everyone, Some of my works for WWII Warzone Environment from Leartes Studios. All props have 3 LODs (nanite, traditional lowpoly and mobile-ready lowpoly) with multiple versions: standard, broken or smoked. Blender & ZBrush for modeling, RizomUV for UV unwrap, Substance Painter for texturing and Marmoset for Rendering.…
So I'm still less than a year into Zbrush, thought I'd like to take a crack at some simple hard surface and throw my hand-painting background into it to see where it gets me. I'm making a scene meant to be used in a virtual world but I plan on expanding on it past that project and into UE4 later on. Original sketch: The…
well I have a friend who sent me this, and the question is why in the normal map the bicel appears inverted, both the hi poly and the low poly are correct, and then in any painting program like sutbance painter you can pitnar without problems. Greetings. here some captures. pic1lowpoly surface pic2 lowpoly normal baked in…
You could also try combining two bakes. Also, if the outer hull is supposed to show up in the normals from the front, make sure to adjust the lowpoly/cage accordingly.
"Yet another approach would be to create a texture atlas and map the lowpolys UVs to it." A bit OT but this brings to mind a Scifi environment mapped to just one 256*512 texture, consequently in the process as a lurking noob had my mind fairly blown into orbit unable to decipher the wherewithal how it was made, although…