Just want to drop a note here and say, that for any baked content, this is a BAD IDEA. Messing with the contrast of a normal map like this will just cause smoothing errors and possibly other bad artifacts. Hard surface type work especially, where accurate normals are essential. For organics and characters, you might be…
Warcraft sounds a lot like classical handpainted lowpolies. But League of Legends goes a similar route and they use sculpts for their textures. Which is a really valid approach. Especially these days when classical texturepainters are rare and people who can sculpt are around every corner. Anyways okay pros and cons. 1.…
-At the bottom of the projection modifier enabled "shaded" first (makes it more clear) -Then the little arrrow next to "Push - amount", slide that up untill the cage encompasses the highpoly. (you never want your cage to be 100% even/flush with the highpoly/lowpoly). (if you have shaded on, it will give a good view of it)…
The problem with this question is that you will get many answers from Zbrush aficionados claiming that sculpting first is the way to go (no offense intended here ! :D ) But the problem with that is that since you come from a lowpoly background, you are very likely used to working with extremely responsive scenes (running…
@BI0H0G - Here are some pros/cons: + The smooth edged geo and modeled details allows you to not bake from a full highpoly, so you won't have a pixelated normalmap on a large scale asset (such as your vehicle, which would require huge normalmap if it would be baked). Also it saves time because of the no highpoly. + The…
I see a lot of comments on here saying "that dosent need normals, its too simple etc etc" and really i think thats pretty bad advice for a couple of reasons. 1. Its generally just not true, people seem to underestimate what even the simplest highpoly base for a model can add, just the simple, proper geometric shapes, that…
hey all. Ive been browsing the forums around here, reading about peoples experience with normal mapping and everybody's method's for madness. fun times it seems. Currently I am useing xNormal to try and get some kick ass normals out of my high poly, then render it out in maya 2008. err, hopefully. The problem lays in that…
Hey Community :D , Its my first time in a forum and I hope I don't break any rules by just opening a new topic. If so please let me know for the future. In a nutshell: I am quite new to the 3D modeling world but I keep learning. For a group project (a game) I have to make some models. I made them partly in Blender and…
I don't see seams on lowpoly mesh, it looks like that in Blender viewport for example: Maya and Blender have some smoothing settings for UVs, but in Zbrush I am not sure how can it be. For example I have a highpoly and lowpoly meshes, and I do "projectALL" LP on HP or just copy+paste UVs in UVmaster zplugin if necessary. I…
@doses222 This is looking great, man! Absolutely stunning idea and the highpoly. My favorite by far! Now that you've started the diffuse, there's an itty-bitty correction i'd like to offer while you're not too deep into the process. 1. Color treatment. Right now your texture looks a little off. this is mainly due to the…