Hello everyone, We are looking for 3d artist to create the following assets: - around 12 "mechanical" models, textured, lowpoly - 1 lowpoly character, for a 3rd person setting - desert environment modular assets Please PM me for details.
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
Since I've seen many people unwrap and texture every asset the same way and also used to do that myself, I want to share this tutorial with you how, and show how it's better to do it for large assets like houses. Especially in a scene that contains multiple assets. The tutorial consists of two parts. In the first one I…
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!
Hi Polycounters, Finished Lowpoly Generator Polycount : 10k Tris Software used : Maya,3ds max,Photoshop,Marmoset Feedbacks are always welcome :) Portfolio : http://christianoprem3d.carbonmade.com/ Lowpoly Rendered in Marmoset High Poly Model Rendered in Keyshot
I wouldn't bother modeling these into the lowpoly...my lowest estimate for a lowpoly version that has even the slightest resemblance of the highpoly version would be 4 tris per scale. Hardly worth it...
I have usually have this occur when I bake from lowpoly to lowpoly in xNormal - try upping your angle bias (is that what it's called?) in your AO settings maybe.
Updated omnibeard highpoly a bit Turns out this "lowpoly" mesh I did was 2000 poly, damn ZRemesher:D Still learning modeling, hopefully gonna make proper lowpoly by monday
I learned that when you are dealing with baked normals you cant delete the other side because that would change the normals of the lowpoly and then you will no longer have synced normals between the lowpoly and the normalmap.