Allright, I did the unthinkable. I textured my 10 million polygon highpoly. Tell me what you think, I want this to look realistic, I'm thinking of using it as a portfolio piece. Any c or c welcome!
Well I took a low poly into mudbox and subdivided it into a highpoly mesh and than using the export maps created a normal that I sent into maya. When I render it gets the seams. They seam to be inverted on spots. Here is the latest example
Thanks guys =) yeah its a lowpoly model, has around 6k polys. Thanks ;) itsmadman: dont get it. Its exactly like the highpoly, so like i want it. One site sharp edge, the other not. But anyway, thanks.
get some specular going and add some variation and interest to the lighting. scene seems kinda flat at the moment and the materials have no definition. your highpoly's look great you jsut need to play with the material on your LP's more
Started working on a tiling floor material. About 3 hours spend on it. Modeled a highpoly, baked it on a plane, added a few rivets with NDO and threw it in DDO. Did not do any painting yet, these are all slightly modified smart materials.
the pictures look so bec I like to use renderman to make my screenshots ^^ later I will use another style and not so pbr like ... thought for myself in private it would be nice making a pbr version of the highpoly later ^^
I spent a year in school for 3D, where I was taught this neat trick: if you apply self-illuminated red, green and blue textures to your highpoly, you can bake 'm down and have neat masks in Photoshop.
Yeah, exactly! The bevels you have would in a best case scenario take up 1 or 2 pixels on the normalmap and look aliased from a distance. There will be some more disparity between the lowpoly and highpoly but it should work fine anyway.
Nice stuff! Always so inspirational :) Would you like to explain how you worked when doing the posing? How'd you get the highpoly to be in the pose as that lowpoly? Is it just a lower sub-division that you worked in when posing?
Such small details doesn't need to appear in the geometry, nor on the highpoly. Try baking a normalmap for getting back them. I guess for getting them in the displacement map (its not necessary) you can try baking a hdr displacement map.