Yes subdivision works like that. You can try subdividing without smoothing but youll end up with an angular highpoly mesh that you cannot smooth with a smoothing brush. And yes people usually do it the other way. Kinda... Make a lowpoly as a base of your highpoly. When it has enough detail and ready to subdivide, make a…
I was talking to some colleagues about this a little while ago. We were wondering if a very sloppily and shoddily made game would be "acceptable". Imagine we scanned a character, then just ran Zremesh on it for the lowpoly. Auto unwrap the UVs. Imagine all environments were photogrammetry, and all props are scanned. Funny…
Here's my lastest WIP, lowpoly with texture and about 33k tris. Next is do a simple rig and pose this guy. @CocoaCup Welcome to the challenge, you can always continue to finish it even the challenge time is over, as long as you learn something from it. The upper body is quite big from my opinion, and the ear shape is not…
If anyone else has mentioned this I've missed it but I think you need to rethink the way you do the lowpoly models. if you use 2.7k polys for a simple shape like that axe and then you show this in one of the pictures I don't think that will get you any favours. Same with the musket you've made: From what I can tell you've…
doesn't matter what order, you do them in, you just need a lowpoly with UV's that encloses your highpoly. i tend to start off with what i call a medium poly, which is more or less me modeling the basic shapes with out worrying about optimization at all. than i will copy that twice the first copy i will add my supporting…
Thanks for the comments : ) divi: not all that different from a modular environment perspective really : ) @razorb: is that because you are already so smart, you feel superior when watching my stuff? : ((( Made a proper shader for my mosaics, with some blending etc. Not quite happy with the blending yet, but I have to…
Your lowpoly mesh isn't optimized for animation. You can only rig a character in ZBrush for posing and very minimal animation in ZBrush itself. If you want a functional game character that you can import into a game engine you should retopo your highpoly (or decimated copy) in an app like max., use xnormal to generate…
This sort of shape will always be a pain in the ass when baking. You should simplify this and merge the grip area into the rear area without that indent in the lowpoly, which will likely not be visible in game anyway. Try to think of the lowpoly as a shell for the highpoly, you don't have to re-create every shape of the…
That's not the soft edges from my low poly baked on my normal map. That's a result of the surface normal being interpolated (blended) over the surface of each triangle. There's nothing really wrong with this so long as it looks good in-game, but if you change the topology of your low then you have the best chance of…
Need more sides on the big curve of the sight itself, this will look obviously lowpoly in FPV. Think about geometry density in general, for instance that round knob on top has more sides to define its roundness that the big curves of the scope, which will be more visible to the player because of the way they face the…