Thanks. And yes, baking the lowpoly at the moment. I'll post some wires of HP soon, but currently I can't really take a screenshot right since max is busy baking :p
You don't need a normal map for this house. It's obviously lowpoly like for a DS or Iphone game and anyway you will never have a decent result with NM in a 256 texture for a whole building
holy shiet, excuse my language..its looking so cool, your lowpoly topology is really nice - did you do it in a topology program? looking ace! keep going
I call the highpoly done for now. Don't have the time to tweak around all the time. Will get started with the lowpoly ASAP. I was thinking of giving her a black metal makeup. :)
Set the smoothing angle of the hipoly pretty low (10-35degrees) and dont change the smoothing angle of the lowpoly after baking it ...mmm all i can think off right now.
Hi, I wanted to rig character I made, and at the begining I realise that my character is triangulated and all riging should be done with quads. I triangulate it becouse I baked normal maps in xnormal. I notice that if i don't triangulate before baking, normal map look wavy in marmoset. becouse xnormal triangulate my mesh…
Hey Everyone, I been meaning to knock out another character in my spare time. I initially was working on an anatomy study and have been playing around with marvelous designer to block in the drapery. Hoping to see where this goes. I put together a compilation of refs and inspiration images. Any feedback would be highly…
World of Warcraft Shadowlands Sword Game Ready Asset Programs: Maya: used for Blockout/ Modeling Zbrush: used for Highpoly modeling Substance Painter: used for Texturing Unreal: used for Rendering Photoshop: used for Presentation Reference Lowpoly Model (left), Mesh (right) Highpoly model UV Texture Model with texture…