Greetings. I'd like to hear some suggestions for workflows. I am working on a dungeon in unity 5 with a modular workflow. Now i was thinking a dungeon needs skulls ofc. Here are my 2 ideas for workflows: 1. Create skull lowpoly in 3dmax 2017 + unwrap..> export to Zbrush ..> sculpt details and create highpoly --> bake maps…
Yo ! I just finished your tutorial and got to say: You are the man ! You answered most of the questions I got about character modelling for games and modelling/texturing in general. I always needed experience from someone who actually did the thing. The only question left in my mind is wheteher should I switch from my old…
Well, the accuracy is craaaaazy (obviously because it's projected 1:1 :P ) - i did the highpoly with dynamesh - textured it with spotlight - decimated to lowpoly - Retopo & UV in Max - loaded the new lowpoly in zbrush and used ProjectAll to get the details and polypaint step by step per SubD on my object Sadly as…
I think the main problem here is not from the lack of hard edges, but because there are big dips in the highpoly, which are not represented in the lowpoly. For example, on the left end of the 2nd stair from the bottom. You should remodel the lowpoly to match the highpoly better. Also you have the top of each stair riser…
Are you asking about the best way to bake the diffuse map? I've actually run into problems there in the past. Seems the standard way is to import your lowpoly mesh into photoscan and build the textures there, but sometimes if your lowpoly is not similar enough to the hipoly, the newly built textures come out bad and…
What are you going to retopo for? Is it to get more detail out of the sculpt, or are you doing it to make your lowpoly mesh? It sounds like you want to get the lowpoly mesh and if that's the case then it really depends on if you want to have the in-game character accessorisable (as in you can take off the clothes in-game).…
I have a question. Im new to blender so it can be stupid question^^..So, for example i have a mid-to- high character (subd, bevels) character textured in blender using your special materials and following the rules for your plugin. Then i create the lowpoly version of this character for the gameengine. Do i will be able to…
it does, but there's only a normalized Blinn-Phong specular lobe, so it will always be ever so slightly out of sync with the Substance Painter viewport. That shouldn't matter much for baking, though, since you can only really bake the base reflectivity. Mari has a pretty good viewport shader that's pretty close to the Modo…
You can bake to a mid poly version if you bake object space normals and covert those with an app like Handplane, but it's pretty much a waste of time in my opinion. Just add some supporting geometry wherever necessary on your lowpoly instead as geometry nowadays is pretty cheap. In a best practice scenario you should never…
It took way too long but the lowpoly modeling and baking is finally finished and I've moved on to the texturing and here's how that looks so far: I still need to add some more smaller damage on the flat parts and dirty it up, but it is getting there. I also need to break up the flat colors with some subtle color variation.…