hello folks, i made this guy called "S.T.A.L.K.E.R xxl" already 2 years ago. this guy is is very heavy, and i mean not only his heavy mesh Polycount ;) now sb asked if i could make a prototype-lowpoly-version for a game. so i think the lowpoly-version will folllow soon ;) i hope you guys gere will like him.…
Hi there I tried using DDO for texturing a rock i sculpted in mudbox, but when i import the lowpoly version and its normals into DDO i end up getting all sorts of seams in the previewer, and it does not seem like the effects are applying either. Im fairly sure my normals are just fine, as they work perfectly when imported…
@Boosted24v Thanks a lot man! i really appreciate it! hehe, you will be just fine! i will link you my timelaps vidoes here: maybe it gives you a litte linside, how to best proceed form Blockout to Highpoly to Lowpoly :) Blockout: https://youtu.be/4JR-SjDLgiY Highpoly: https://youtu.be/f0LE5-HbhXM Lowpoly:…
Apart from the obvious (sync to any engine handplane supports) you can also avoid the ray-cast errors without using a cage, if you bake the OS map with the lowpoly set to averaged normals, as OS ignores the lowpoly smoothing in terms of shading, but will still cast the rays from those normals. Though a cage will always…
the only reason for building a classical lowpoly with diffuse texture out of a highpoly is if you either can't model or texture properly without. Its a myth that the retopo of a LOWpoly is quicker than building it from scratch. Also dependent on how low the polycount is, retopo is NOT the best option for the best mesh. as…
An update on the Alien dude that I've been working on. Still figuring out if I'm gonna be making a lowpoly with a texture, or just leave it be and start with my new character. And if I make a lowpoly and the whole pipeline, I'm thinking of creating a new thread over att the other sub-forum, might helpt people. Dunno. lol,…
The engines that Handplane does not support, nobody else supports either, as far as I know. So what is your point? You should spend more time planing how you set up your lowpoly mesh, you can avoid the need to do multiple bakes at different ray distances entirely if you plan your highpoly and lowpoly well.
I'm sorry, I don't have any tutorials regarding that.. :( Would be cool if you made Ganon! :D Here's the more or less finished lowpoly. Might tweak him a bit to shave a few hundred tris off. It's also been UV-mapped, so I should basicly be able to start baking him today. Here's a screenshot of the lowpoly mesh:
This confuses me. You made a lowpoly and cast normals... so if you are not trying to create a useable game asset then what is it? What they guys are saying is that (and this is even if it is useable or not) your normal map should carry those grooves fine. That is an extreme amount of geometry for nothing. And the reason…
Personally i think modeling those 2 insets into your lowpoly will do more to hurt the quality than to help it, simply because your lowpoly edges will not match up to your much smoother highpoly edges. And they barely change the form at all, if i was going to model out anything in the low for that texture it would be the 3…