Greetings, wanderer! Pull up a chair, because today we've been talking to Vincent "ParoXum" Mayeur about his fantastic Helm's Deep environment, which he spent around 6 weeks constructing in 3ds max and UDK. Some of you may have already seen his thread on the forums, in which you can see the development of the project from…
UVs and shading should work. No hard edges, so what I wrote before doesn't apply here. With the lowpoly being constructed out of individual boards, I would try using Bake Groups (if you don't already) to prevent adjacent geometry being projected into the normal map. Highpoly seems pretty heavy and could be decimated it a…
Started another car in the last week, scan mesh base, retopo and hand made details. FINAL: https://www.artstation.com/artwork/BmGlm4 Currently: Highpoly body is 100% To do: Interior & undercarriage Just playing with mats here.
Hi I picked a concept from Warhammer online. Created the Highpoly in max. Not sure yet if I'm going to take it into zbrush to create the worn look or if I'm going to do it through the texture. Any suggestions would be helpful. Thanks!
Here's a Highpoly I've been working on based off a piece of concept art by Brian Sum from Mass Effect 3. I'll be starting the lowpoly soonish. Looking forward to any crits any of you may have.
i dont know what im doing wrong but i just cant bake highpoly details into lowpoly. i keep getting this kind of artifacts here, tha edges dont get softer. Does anybody can help me with this?
Hey eveyone! I'm finally calling this finished.Learned so much with this one. Comments and crits are always welcome. Thanks for looking :Update: Dropped the red streaks, Thanks for the feedback. You can see that version here if interested: Realtime: Highpoly: Turntable
Hi everybody! I present to you my latest work done in spare time. This will be a in-game character model. Here is the final highpoly model, low poly is in progress. Any comments and suggestions are welcome! Thanks. Images:
Hi Polycount! Modeling a game model for Unreal Engine 4. I decided to share with you the modeling stages. The Highpoly model is not finished yet. If you have any advices; I'd be happy if you share it with me.
Hi. I'm trying to render a normal map using xNormal but the outcome doesn't look like the normal map. How can this be fixed? The highpoly is exported from zbrush while the lowpoly is from blender. Thanks, Blendermonkey