might be easier to export a mid-level version of your mesh from zbrush into max, position the lowpoly max mesh around that, then re-export the lowpoly?
A mesh smooth on your lowpoly will most likely not retain hard edges and the overall shape unless you add in extra loops (which are needless for lowpoly)
how does the lowpoly look like? my guess is it is due to the way the lowpoly is constructed and therefore how the rays are cast. a custom cage might fix this.
Also, one of the biggest features I'd like to simply be able to select all the lowpoly objects in a baker. Using quickloader or modifying a material outside of marmoset for a lowpoly will change the material within marmoset and it can be annoying having to select each and every lowpoly folder to reasign an existing…
Hello i am new in the forum. I have this Lowpoly gun and i want to unwrap it, can somebody help me with a basic tutorial or something that could help me?. Thanks in advance.
This is a watch for the character I'm currently working on Smooth shaded Weighted normals Wireframe of tris. Had to add this bevel because my lowpoly couldn't catch the bevels in that area even after I manually adjusted the cage in blender UVs Normal map(smooth shaded)
I'm not talking about an optimized lowpoly. I'm talking about not learning jack shit about subdiv polyflow with this method. Are you up to industry level? No. Then why are you aiming for speed rather than quality already? Not trying = not learning. (Besides, if you're really going for smarter not harder, make a lowpoly,…
Like EQ said, Your lowpoly mesh that will be using the normal map in the end needs to have the same normals as the lowpoly mesh used when baking. In other words, you can't just "soften" the edges on the lowpoly using the normal map and expect it to work. You need to re-bake with a lowpoly version with softened edges as…