the highpolys are amazing but you loose the most of the great style and detail and contrast when it comes to the lowpoly/texture. i think the highpoly color is also better than the lowpoly one. the concept of the rooted stones is GREAT! what a sharpness! what a style! love it!
I think you are asking for a bit too much :) This is something very specific that doesn't come up very often. But there is nothing hard in this. Imagine you have the highpoly balls, and the lowpoly only has the outer cylinder. You bake the balls to the lowpoly cylinder. done.
Here are more screens. Here is my workflow, i dont know waht is wrong. I learnt it on Digital Tutors. Blockout - HighPoly - LowPoly - UVunvrap LowPoly - Bake HP/LP phase - Texturing. For now i can proceed to texturing because of baking part.
Normal maps aren't magic, they can't effect the silhouette of the object. You're trying to project the normals of a smoothed cube onto a harsh cube, but you're lowpoly simply doesn't have enough geometry to accurately follow the silhouette of the highpoly. Try beveling the edges down on the lowpoly.
Before baking, make sure that each UV shell in your lowpoly is composed of a single smoothing group. In other words, smooth the lowpoly normals on every edge that isn't a UV seam. Also, remember to leave some space between shells, and bake with padding.
hi, i had the chance of working on highpoly + lowpoly for Val's body and 1st person arm (excluding head and jetpack). concept and art direction by client, i only did highpoly sculpting, lowpoly model and bakes. there are few more images on my website.
What application are you using? How are you trying to bake this? Are you baking AO directly into a lowpoly mesh, or are you baking from highpoly source to a lowpoly mesh? Can't help if you don't give us any useful information, I'm afraid.
Just did this in the lowpoly thread over in P&P. Every should go check out what's going on there right now, it's pretty fun. I never really do too much ultra-lowpoly stuff but this is getting me thinking about it more. Optimization is fun!
Very Nice:) Unless you are planning a very dense lowpoly, those undulating folds are going to give you a lot of problems/odd lighting in the final bake. Programs like Marvelous Designer can kick out great looking folds, but they aren't very lowpoly friendly.
I create 2 mesh (Highpoly and Lowpoly ) with Lowpoly have UV . I use Xnormal , but it's render dont like I need . I know projection 3ds max can render . but don't how can do it :poly122:? if someone know it . please create a tutorial for me . thanks Sry English