Hey, I thought id post my WIP for the Little Big Planet sackboy competition at gameartisans.org. Here it is so far. Specs are 1998 tris. 512 diffuse/specular/normal im still doing high poly sculpting. i still need to do the midriff area and inbetween the arms and legs. the texture is just AO with basic colors layed out,…
Happy to say that I'm finished! Another big learning experience as usual, specifically learned how to simulate cables in blender to further ground them into the scene. I also used a different workflow for details. Using Substance painter to paint in the height/normal details instead of using a high poly to low poly…
Ornatrix Real-time hair which I've created with Ornatrix. Hair baking in V-Ray, Arnold, Knald. This model have 2 lods. The main model tris - 27 534 Lod 1 - 14 042 Lod 2 - 5 600 You can buy this model in my Artstation store - https://www.artstation.com/artofcharly/store More renders and video…
Hey MeshMagnet interesting thread: there are many interesting comments and considerations in there: :) Thanks for sharing it ! :) I will add that to the list above. Btw I realized that in my previous posts I haven't clarified that I am mostly doing environment (and props). Usually I never find myself using textures bigger…
Look what I made =D Two Objects: Total Poly Count: 332 Polys Total Tri Count: 668 Tris Wall: Poly Count: 224 Polys Tri Count: 448 Tris Pillar Segment: Poly Count: 108 Polys Tri Count: 220 Tris Texture Size at Present: 2048x2048, Working in a higher resolution to create details, downsizing at the end. - Sythen.
Four 512's = 1 1024x1024 Four 256x512's = 1 512x1024 Two 256's = 1 256x512 Two 128x256's = 128x512 One 256x256 One 128x256 Looks like he is still within the guidelines. Great job on finishing, I personally feel there is too much painted in lighting, but that is just a personal preference. Good job on the execution and…
DAY 14 Finally I went for the dark grey, looks better. I tried Mixamo auto-rig, it's awesome. The character is currently under 4000 tris. Here is the flat. Lot of baked lighting with AO and bent normals modified by gradient maps. It's a bit dark I think... Will reduce in 512 later. Now I'll finish the weapon, and do this…
So I assume you're using a in house game engine that doesn't support mikktspace right? Anyways, as I said, it's still hard to know what you're trying to bake from and what is actually the problem. It really seems that your low poly is not conforming to the high poly silhouette. And maybe you're baking it on a low…
Just tried baking this for you. Brought into Max, lowered low poly plane below highpoly mesh. Re-UV'ed the plane to make sure it was perfectly snapped to grid. Added Cage to low. Exported as .SBM for both Low and High. Had problems with the normals exporting correctly so I set hi-poly to 'harden normals' 0 Bleed. Baked at…
levis in 751 or 512 cut, blue. most of the time a speedo, a pair of socks and a slim-fit t-shirt. for jacket I use my Steam/Valve Hoodie and a slim-fit black jacket + kashmir skalf. add a pair of dockers for shoes. edit: i like to wear a mask to protect my nose and mouth, basically the best thing for winters and locations…