true but irrelevant to this discussion. are you talking from personal experience or just guessing ? unless you are talking about the actual 3d scanning technicians, the task of scan data cleanup basically involves these following steps in general: 1. scale, position and orient highpoly scan data to match production…
Thats a shame man. But to be honest, i did this test too. I did make a highpoly, and all that jazz. Finished with time to spare. Mayb your workflow just isnt solid yet? I have no clue what your looking around at scripts for. I just used max (default) and photoshop. Had no probs. The poly budget was a little tight for my…
Subdivision sketch: Hemispherical helmet. This is a brief look at a few basic strategies for routing topology around cut outs and panel lines on spherical [and ellipsoid] surfaces. Note: there's several different ways to structure spherical geometry. Since this write-up is specific to basic subdivision modeling only basic…
I would highly recommend doing a blockout for something of this scale and complexity. I would aslo take beks advice on making a "Midpoly" or base mesh before full on highpoly as well. This way you can get your major shapes working together with very little geometry and if (when) things need to change/be adjusted, its a…
Hi there everyone! New to the forum here, but I though I would share some of my work I just finished and maybe see what you all think. The project was to create a highpoly and low poly + textures WWII tank. Mine was T-34-85 and here are some renders: Highpoly: Unfortunately my PC was dying trying to render it with a…
Hey guys! I faced with some annoying issue in 3ds max while making floaters for my highpoly. I use Text tool, then bevel it and apply chamfer modificator. If I do quiet large chamfer it starts to look ugly, when I do little it looks acceptable, BUT: after exporting it to Substance Painter to bake normal, or any other 3d…
Hey people, I have created a lowpoly character in Maya that I exported for Mudbox. I'm almost done with the highpoly version in Mudbox and I'm approaching the point where I want to create a normalmap. Here's my problem. I haven't UV-mapped the model yet. Is there any way for me to create a nice UV-map in Maya on my lowpoly…
hi, here is a new tutorial again about highpoly stones, but now we only use 3dsmax and no sculpting software. you will learn how to setup a fancy modeling rig only with modifiers and procedural maps. no plugins or stuff needed. once you setup this stuff you can produce endless variations of stones, only by changing the…
On a recent weapon I'm making, the stage of screws and their holes came up. Originally, I used to model them straight on the highpoly (subd) model, but I find that very time consuming. Below is a solution I'm currently trying out, which ID Software used on doom3 to cut down production time. Basically you model the screw…
Hi. I want to bake my normals for a weapon model. this is highpoly model: this is Lowpoly model: and this one is baked model preview with xoliul shader: (baked using xNormal) hard edge UVs are broken but as you can see I still have strange results. I don't know why this happens but I guess strange borders near element…