Haven't had as much time to dedicate to this guy as I would've liked but that always seems to be the case with art tests. Currently I have the sculpt close to done but I started getting into details where I wasn't entirely sure how they would bake down - would the geometry hold the normals well? would there be enough…
Hello people i have suddenly came into an issue with transfer maps that i haven't seen before: Here you can see my lowpoly sitting on top of my high poly pretty standard really. I mainly modelled half of my lowpoly then UV'd it, then mirrored it across as most of the model is symmetrical. here is my UV's, mirrored and…
Hi everybody, this is my first topic in the forum and hope I can get some good feedback from you guys, I´m making along with a good friend this awesome russian truck for AAA games, Normally I make highpoly and lowpoly for baking,but for these big stuff is better going for midpoly for bigger metal parts, Any good advice of…
Hi there, Kinda stuck here. Basically what I need is a flat color map to use in Ddo and I'm trying to achieve this using 3dsmax and xNormal. I have a highpoly model of a car in Max with various multicolored materials (multi-sub-object) assigned to the various parts (glass, chrome, paint, etc). I also have the low-poly…
Alright, low poly and uvs done, many test bakes consumed, normals out of the oven and material masks prepped! Just a real quick overview of what I do after I complete the lowpoly modeling and UV work as far as material work is concerned. 1. Explode highpoly mesh 2. Assign basic materials to highpoly mesh. This part is…
i found that i need to use Vraydisplacmentmod modifier if i'm using Vray. the problem that i don't get any changes in the render viewport. i changed the mesh i'm using so it becomes more simple and clear where the problem is. used a sphere in zbrush and subdivisioned it to have a highpoly mesh and used a zbrush alpha then…
Ah ok. The highpoly in zBrush is the mesh with all the details so you dont need to do anything with it except send it to a disk. You make a copy of your highpoly in zBrush and decimate it so you can send it to Maya for retopology (look up retopology in Maya and you will find a youtube vid on it). Retopology is literally…
I think you should use more polygons where the tubes loop through the skin. The lowpoly intersection there is not very nice looking, I think. You should definitely model in the lumps of pushed up skin. I would also model the clamps (as seperate meshes). The tubes themselves could stand to have more stacks, especially where…
@snoop - I suppose I could just make a slight bevel along the edges, as that does fix the issue. It seems like any 90 degree angle in the lowpoly is the cause of the concave appearance, and since the bevel removes those angles, the concave look vanishes. It feels like beveling every 90 degree angle would be a pain to UV…
0. Locking normals is important, otherwise the vertex normals change when you triangulate the mesh(which causes shading errors). Though sometimes Maya gets all cranky when doing this. Skip this if its making things worse. 1. Not sure what you mean. Post some images to explain? 2. 5000-10000 is about normal for current…