Can you make a Tutorial? :) The Situation: We have a Scaned Wall,so we have a HighPoly Wall, and this HighPoly Wall we want to bake on a Plane, but that all Maps are tileable.
it is the base mesh to make the highpoly, i always prefer starting the low poly first then doing the highpoly after. ive messed around with the model gain to remove some unnecessary stuff.
Weekend MiniDump from me :) did a Eve Hypo for the art jam and started highpoly work of my guitar, hoping to have the highpoly ready in a day or 2 :) then its back on the escape!
I'd only use splines for deforming highpoly things, or used as renderable splines for pipes etc., mainly again for highpoly baking. Box modelling/edge extrusion for everything else, personally.
Is there a way to combine a few highpoly models (rocks in my case) into a single one, that means deleting the objects that are inside eachother and welding the vertexes together. As they are pretty highpoly doing it by hand is not an option.
Hello! How can I improve the normalmap? Must I modify the geometry? The tessellations to work in Mudbox is ok? LowPoly: 574 faces HighPoly: 10440 faces NORMALMAP: 2048px thanks!! This is very pixelated LowPoly HighPoly Inside View UV Snapshot
Here’s a low poly version for baking And highpoly sculpt with some lowpoly parts that don’t need highpoly versions I feel like the railing on the bow of the boat should be more reliable to the concept.
Works fine for HighPoly. With 4 or 5 Iterations i get a nice sphere. But this method is only to use with HighPoly,right? So how would you do the LowPoly of this? Turbosmooth with 1 Iteration?
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.
The highpoly model doesn't have to be the same amount of meshes as the lowpoly. You don't need to merge all those separate highpoly parts in zbrush, just export them into a single obj for baking.