Mesh is missing uvs or the uvs are only partially there(ie uvs for some faces but not others). Make sure if you have multiple uv sets to delete any extra ones on your lowpoly before exporting. Highpoly does not need uvs.
Hey guys! I finished the retopo phase, the lowpoly version is around 16k tri. I know it could be optimized a bit more but I grew tired of it and I am eager to start the texturing so I think it stays this way.
Yup doing that all the time :P Thats how Sebcesoir builds his Zbrush basemeshes too. (i think he simply builds the lowpoly with smoothing groups and zbrush can recognize that and take care of the sharp subdivision outside of max)
Looking good, I like it a lot so far, very nice packing aswell. Not sure if I'm feeling a 4k would be necessary but it's rather highpoly for a lowpoly so I can see why. Looking forward to seeing the textures regardless.
alright - finished the lowpoly it's around 3900 tris and therefore a little more than I actually planned... quite a lot are spent at the head - though I'm not sure which loops I should get rid of to keep a good animateable mouth
The modeling is ok (still think you can remove some VC to get a better lowpoly) Also the texturing can use some work. all i see is some slapped on wood or metal with some random scratches. keep on going
It's hard to figure whats happening with so little information. Can you post some screenshots showing your cage, normal map, complete baking options, lowpoly/highpoly list.... and... how did you model that mesh? how was exported?
Some more info would be helpful. A better look at the whole lowpoly and highpoly. Your UV layout. Did you offset your mirrored UVs outside the 0-1 UV space? Did you bake with a cage, or just distance?
the big problem here is that nearly every surface on our highpoly, is tottally planar to your lowpoly. What this means is that nearly all of your details is going to get lost. You usually want some nice soft edges in your highpoly.
If you're aware of the bugs and lack of updates but are still considering it, I'd say go for it, especially if your main requirement is modelling. It's got a solid toolset and workflow, and it's generally quite fast (though to be fair, I tend to work with rather lowpoly stuff).