So I decided to just move into the block out of this model where I can elaborate a bit on the concept. I was going to finish the concept off in PS to make it more Sci-Fi, but I'm just going to use my more artistic license on the modeling portion. Before I move on, I was wondering a few thing in this whole HP to LP…
Ok, there are a lot of things that need to be addressed here. The first thing I notice is that everything feels very rushed here. Its lacking any sort of consistency, the wheel look like they were created one way(baked from highpoly?) and you've got a lot of mis-matched photosourcing going on, with some really odd choices…
Woah some huge reads in there! I think the animation and rigging discussion as been much covered... and when it comes to lowpoly modelling I think all programs are getting more and more equal these days. Yet there is one gripe I have about maya... take 'polychipoff' for instance. It's a powerful command for sure, but it…
looks like this assumes that the displacement gets applied to a tesselated (not smoothed) surface. then this result should be correct as it has to displace the angular lowpoly to the smoothed shape. what does this look when applied to the model?
Hi! What do the UVs look like? Since some areas of the part seem to bake fine, probably not naming/bake group related, but perhaps due to some UVs overlapping? Ideally, you could attach some lowpoly + highpoly files for checking.