Tonight was fun - I successfully ran through my first "high poly" texture bake. :) Actually, it was more like baking 86 polygons of low frequency detail for a normal map for an 8 polygon door, but hey, gotta start somewhere right? This was my take on a chapter on the topic from Andrew Gahan's 3ds Max Modeling for Games,…
Hey man, looks like you're off to a good start. I would suggest that before you start texturing you think about what sort of shapes you want the character to have. Either do a high poly model to bake the normals from or manually harden/soften edges so you can't see the polygons anymore. Don't be afraid to get in there and…
hm, at last and first vertex of a chamfer vertex pair/series (say top and bottom for simple 1 poly between) you generate a plane whose normal is made from all connected non-chamfer polygons. that gives you 2 planes that intersect at a line on which our "old vertex" should be. then intersect that line with a plane that is…
Is there any reason you would want to keep the "polySplit" history node after disconnecting it? Because deleting the Connection and deleting the whole Node produces different results. For instance. Create a polygon cube, add some splits with Split Polygon Tool. This produces a polySplit history node. Now, with whatever…
Yes, I made two errors : making the mane flat and triangulate the model before exporting. xNormal requires the model to be triangulated, but ZBrush doesn't seem to like it... Should I use the AO map for the diffuse and just color it ? It totally makes sense. And this way I can add more polygons where I need (when I…
Right, you're getting warmer - the polycount for that will be different than a top down smash TV game, or a virtua fighter clone. You'll have to take into acount your lighting and textureing - will you be using secualr and normal maps to cary detail, or will it all be polygons? What is the camera distance? What is the art…
Next on the agenda for this little project was a land based vehicle. I will get back to the power station at a later stage, but I want to do this one nicely. Anyway, the idea here is to just make normals in crazy bump. Is it common or accepted practice to do that in a low polygon model, because I found that trying to bake…
I usually take the 1st or 2nd division from Zbrush and reduce until the polycount is low enough for in-game. That's usually what I do for simple shapes. For more organic and fluid shapes I usually make the object live and use create polygon and append to polygon to create the low poly. :) It all depends on the complexity…
Yeah, it looks like it's all one angle, which means they can do stuff like the trees with a polygon trunk and very specific alphas for the branches - some of the trees in the screenshots looked way too complex and detailed to be fully polygonal. Maybe just a clever use of alphas. The painted style of the textures is great,…
Let me throw in my humble opinions. If you look for the best sculpting tool, Zbrush is the way to go. I purchased it recently and while I have to admit that the workflow feels awkward first, it is way more powerful than Mudbox when it comes to sculpting. I have mudbox as a student version. And the painting tools are nice.…