You'll still have the same issue, as softening the normals on your mesh is the exact same thing its doing when you use geometry normals(just only on the "bake" mesh). The difference between surface and geometry normals is this: Surface normals takes the normals of your lowpoly mesh into consideration when baking. So for…
I disagree on using more polies - if you are really bent on working for DS/iPhone games you're off fine with lowpoly stuff. In fact I'd say work lower poly - especially on the characters. If you're aiming for low spec stuff, this thread and the lowpoly thread are interesting for you. But mostly - you'll need to improve the…
I guess the second one is your most recent portfolio? If so I would strongly suggest taking out that old one - it is far worse than your latest stuff and can only hurt you if someone "accidently" finds it. In my opinion your biggest weakness is texturing and more specific current gen workflows like high to lowpoly baking…
RAWTalent - Thanks man! I hope it helps on your handpainted textures journey! That was one of my first attempts at it and I found it to be really difficult! Lonewolf - Hell yeah man! That means a lot coming from you. I am always drooling over your hard surface. And I really dig the new site ;) Piesandbombs - Thanks man…
with proper understanding of how normal map works, it is perfectly ok to paint on a normal map in my opinion. a normal map is hack to begin with. a cage is also a hack. btw, if u read carefully then u will see i was talking about using lequify to fix waviness. thats not painting in rgb channels. btw, isnt a cage mesh an…
Looking good. I have to ask, though - is there any reason why you've gone so low-poly with the mesh? Two segments at the elbow will make for terrible deformation when he bends his arm, his elbow will get all sharp... same with the knee and shoulder there really. Are you planning to animate him? He definitely needs some…
perna is correct. Let me just try to put it as simply as possible: 1. Use quads to build your initial lowpoly mesh - this means you can use all the awesome tools relating to edge loops, edge rings, everything that saves you time and does not work on triangulated meshes. 2. Triangulate and optimise where necessary as a…
The problem with these sculpting techniques is that they are just that - digital sculpting workflows. In Zbrush and Mudbox shapes tend to melt and sit next to each other instead of wedging and overlapping. Take the time to stop the tut for a little while and model a nose in lowpoly (no subdivision) with hard/edges…
Hi kevin! Well that was just an quick example.This is how i try to do meshes like you but i can say im lightyears behind. *Make a basemesh in Max 2k9 *Export it to Mudbox *Detail the mesh,Usually ends up in a couple of million polys *Export a highres and a mediumres model back to Max *Import both meshes,hide the highpoly…
Hey, here is the next Update, not so much to see but a lot of background work. At first a change of planes. I will now use Morphtargets instead of a Bonerig. That leads to a change of the Engine, because the Cryengine doesn`t support Morphtargets. Therefore I`ve written the basic concept of my bonebased wrinklemap shader…