Oh- thanks you so so so much- This has been the hardest part of low poly for me: trying to understand just how much the silhouette should affect the topology. Especially since in alot of examples, I see the normal/bump mapping doing so much heavy lifting. Would you by any chance happen to have an resources on what goes…
Hi everyone, So like the title says, I'm new to retopologizing things- I'm not totally new to 3d, but I'm new to optimizing things for games and whatnot. On the right is the model I've made- the base of the hammer was done in Maya and the petals were added in Zbrush. I brought it back to maya to retopo, but I'm confused on…
Most bakers should support transparency maps today. The ones I know definitely support it are Knald, Marmoset Toolbag 3, and Substance Designer. xNormal will allow you to report a color when a ray misses, so maybe that could work if you set it to return black. This is a pretty solid overview of how geometry and the…
Your primary concerns are silhouette and surface shading, and to a lesser extent these days when authoring for high-end, but still important, optimisation. The example you posted is great because it shows a really strong silhouette with as few triangles as needed to capture some great sculpting/texturing. The normal map is…