For these assets I started from a Highpoly sculpt baked normals and ao, the rest was all 3Dcoat and Photoshop. Wildstar uses normal maps, so the sculpting is worth it :wink:
Are you baking a normal map from a highpoly or using a tiling normal map? How are you texturing: 3d painting or a tiling texture? If baking, what process/software?
Are you using a mirror modifier in max or something to duplicate the floaters? This could be causing flipped normals on export. Collapse and reset xform, or load the highpoly in toolbag and look at it there to check.
As you got painting skills it could be better to modelize and texture the lowpoly directly, don't need a highpoly, old school ^^. I'm sure you'll save some time.
Here's the final stills of the highpoly gun, I'm calling it done at this stage. On to Zbrush! If you want to view a very large version of this image, click here. Warning, it's big.
They use normal maps. They wouldn't be able to get that clean of shading on such lowpoly models without them. It also looks like their highpoly detail is the base for their handpainted styled textures.
I've completed the helmet highpoly 'base mesh' in 3Ds Max, ready to take it into ZBrush for detailing. I've also added a screenshot of the wireframe, the topology is not optimal but it will do the job.
One last thing... Since there highpoly included, can i render out curvature since it's not included? Can't see myself texturing such an object without it you see.
Treat it exactly the same way as if it was a singular object. So export the boxes that are highpoly as a single object, and the low poly the same way. Then bake. Unless I'm understanding it wrong.?
In summary... It is awesome to make it as low as possible and still make it look like a highpoly. :poly142: Don't just add geo cuz it is next gen and the cool thing to do.