Pushing or otherwise editing the lowpoly mesh directly may result in changing the mesh normals, which would cause smoothing errors when you remove those edits. Using a cage will never give you that problem, as the normals of the cage are ignored when it comes to smoothing compensation based on the lowpoly mesh normals.
Very simple base-> sculp it on Zbrush (with extract mesh and so on you can really avoid spending much time blocking the base) -> then retopology on Zbrush3 and bring both to max to tweak the lowpoly, i find quite difficult to get a perfect looking lowpoly model just by Zbrush retopology ->bake and paint.
I think you've got this misconception that modeling solid, seamless meshes without loads of intersections somehow saves you a lot of tris. In reality, thats not so much the case. Here are a couple areas: A: This whole area is a mess, you've got what, 4 or 5 chunks intersecting here? If you merge this together and got rid…
* Set up the scale of your mesh so that it is at the correct size in Maya and the best size in ZBrush using the export dialog at the bottom of the tools palet in ZBrush * Model and detail your mesh in ZBrush (doesnt matter if you use a base mesh from Maya or one you made in ZBrush). * Paint you model in ZBrush * At the…
Thanks for everybody for taking your time to give feedback. BagelHero, so it seems. I'll try to find a way to fix this, tought I'm not sure how much I can affect on that because I made this website with an website builder and phone version of the site should work automatically. DireWolf, I'm not sure, because I'm not that…
Hello there my beautiful thread. I am now back, from well just pure laziness. No excuses. this thread needs to get banged up again. I did not keep my own promise of posting an update each second week, shame on me =(. But first things first, were am I now and what has happened? Most importantly, I am done with the Highpoly.…
That's pretty cool, I like the design and exaggeration. Answers to some of your questions, maybe: * Lowpoly in Maya? I tend to do a "base mesh" first if I'm sculpting something. That way you don't get locked down into final topology, or spend ages modelling something that you then throw away or rework heavily once…
ALOHA! I desided to try my self as 3D-Artist. My goal it to try through the entire pipeline from zero to stylized lowpoly textured model with simple rig. This is the result of the first stage - sculpting. Now i workung on texturing of lowpoly model. Will be happy to see your feedback and comments about my work. It will…
All of these statements are wrong...And whats with the small uvs?? https://polycount.com/discussion/107196/youre-making-me-hard-making-sense-of-hard-edges-uvs-normal-maps-and-vertex-counts/p1 The lowpoly and highpoly normals work in conjunction in a baked normalmap and on the lowpoly mesh. The uv cuts and hard edges also…
For the LowPoly its good to connect all to Triangles before you bake. N-Gons in a LowPoly will cause Shading Errors. And try to make the Triangles as Wide as possible, not to long and dont connect 10000 Vertices to 1 Vertex. But it also depends on your Smoothing Groups. If the UV is completely Flat, then nevermind about…