^ Looking good so far, transition between the water and the walls is the only thing that stands out as "off", I guess some algae or more debris would fix that, but you were probably already in the process if doing that so that's not very helpful criticism from me lol. I feel like I've blocked it out enough, so I started…
You're simply in that weird state where you already know quite a bit of technical things, are being influenced by a highly specific tool that is not "standard practice" (HardOps) ... while also lacking experience to get some perspective on things. A few things : • A HardOps/Boxcutter model can look fantastic, but it will…
Decided to try some more or less mechanical hipoly modeling (the body is from a previous model, only the "clothes" are what I'm working on). Still trying to get used to the highpoly mindset.
Ah ok. Right. This is what I am doing for the first time using Blender (with a character that has some mechanical parts like a shovel). Blender, ZB and SP is all you really need. This is what I do: Forget remesher, it shines when you want to up your detail of the main sculpt. -Separate the chest from the lock. Clown paint…
trying to do it based on position, center, and/or bounding box is fancy but it leaves tricky situations like highpoly floaters, or 2 meshes with the center or position on same location example : a sphere inside of a donut the program cant autodecide which mesh the floater belongs to since pivot is offset quite a bit could…
Did a quick seach and as far as I know you cant create uvs in substance painter. You can in zBrush but its kind of inflexible. *What I do is create the character in zBrush. *Goz a (duplicated) decimated version to a 3D modelling app. Play with the eport settings in ZB until the decimated model is the right size and…
Yes, totally, I still need to break that up. At the moment every piece of wood is baked from a highpoly, so none of the planks are just simple chamfered geometry yet.
Have you set the highpoly model in the highpoly model section? Looks like you're using the lowpoly model as highpoly model. What mesh format you used to export your model? OBJ? .xsi? collada? 3ds? Have you setup the cage in a way that it covers completely the highpoly model?
Usually you don't unwrap the highpoly, and when you do, they don't match the lowpoly at all. Just unwrap the highpoly as you want, it can be completely different, because you bake the details FROM the highpoly TO the lowpoly. Think you might have misunderstood how to make highpoly models to use for lowpoly.
LATEST ----------------------------------------------------------------------------------------------------------------------------------------------------------- Ninja Character, Made in ZBrush, Rendered in Modo. Started working on this guy a while back. and now Im more or less finaly done with the highpoly! any crits or…