Hey there, guys. Here's a little something I've been messing around with last week.) It's Clouds' bike from Final Fantasy 7: Advent Children. Crazy shapes - fun to do. I don't think I'm going to lowpoly and texture that thing, 'cause it's mostly procedural materials and, well, I don't think that the lowpoly piece of it…
hi all~~ i am game animator and 3d artist. i am looking for some freelance job. i have 3 years game company Experience and one year freelance Experience. here is my animation demo reel and my lowpoly works. if you want see more, contact me plz thanx! mail/msn <font color="red"> ladios81@hotmail.com </font> my game…
Your hi-polies looks cool, but can't say the same for the lows. If you're intending to bake your hi-poly models, then you should make the edges bolder. I see all of your hi-poly models have too sharp edges that wouldn't translate well into lowpoly. I think you can give the eotech another chance, with some higher poly…
And one last complaint, I swear that's it! :P I tried using the exact same settings for a MR AO bake that I did using the standard RTT interface, but I get whack results. This is 200 samples, 1+16 sampling, 1.5 spread and 7 distance. RTTAssist MaxRTT It looks like RTTAssist is using like 16 samples or something, which I…
So I finished the lowpoly and already baked all normal maps. A bit of lowpoly AO to tie the pices together is still missing. And obviously all other texturing work. But all the basic stuff is there. Material is set up in a way that two main colors and the seat color are adjustable in the material without having to touch…
Triangulate before exporting to bake; those X shape errors are telltale signs you've baked with different triangulation (which affects lowpoly smoothing and therefore tangent space normals) to the mesh you've put the normal map on. (If you're not clear why that would make a difference, consider the different ways a polygon…
No, everything doesn't have to be highpoly. High poly is just for baking. So if you want to capture detail and silhouette edges to a normal map you'll need a highpoly. Unless of course you just create a chamfered lowpoly and add the normal details in something like NDO or Substance. I recently heard David Lesperance(well…
You don't need to merge the highpolies in that case, you can simply load multiple highpoly pieces into xNormal and bake them to the one lowpoly mesh (thus skipping the need to manually piece together several different textures in photoshop). As for the noise, trial and error I think. If your preview has detail smaller than…
@reckzilla yeah I know Scott Homer's work, so cool. Thanks for your advice. Update on the baking and stuff. Thought I'd do a test run, baking in 3dsMax. So here is my baked lowpoly in UE4, though it doesn't have the falling/broken tiles because I'm making their lowpoly for baking at the moment. The unbroken floor tiles I'm…
Stages: 1. Definition of local masses and dynamics 2. Specification of basemesh's proportions, preparation for export) 3. Starting of sculpt 4. Sketching stage 5. Continue 6. Home improvements-in some places smooth out the details, but they took the extra geometry, such as in the case with a belt, He was replaced by an…