I realized this car using blueprints (http://www.the-blueprints.com/) and the Internet references.This car is not for a game,but I want to do the diffuse map,specular map and the normal map for this... I made the highpoly version...Feel free to comment... Cheers
Remember: If its not absolutely surely 100% the same piece in real life, don't model it like that. Use 200 seperate pieces for your highpoly if you feel like it, whatever makes life easier and keeps the head aches away!
For zbrush, you just need to export the sculpt with polypaint turned on. For xnormal, select 'Bake Highpoly's Vertex Color' under maps to render. Also make sure that the High Definition Mesh's options are not set to ignore per-vertex color.
Working on this stone, base mesh made in 3dsmax highpoly in zbrush and baking made with xnormals, but i get this werry visible seames on the normal maps is it becours i have seames there on the unwrap or is it some option/setup that is wrong plz help! :)
You can do it either through the source list in the projection modifier, there should be a button to "add" or "select". Or, you can do it through the RTT interface when you go to "pick" your highpoly, simply select multiple objects.
Hey Guys, Just a little update on the echo device. Done with the highpoly and baked it onto a low poly mesh. Some things i still need to fix with the baking but overall, i feel that it's done. Will be moving onto texturing this now.
Quick update on things will hopefully have more later. Really want to get the highpoly done this weekend so I can move on to textures. Got a few days off work now so should be able to make progress :)
also looks like there's little to no beveling on the highpoly which will give you almost no transfer of detail, and the uv map has more shells than required with quite a few jagged areas that would benefit from being straightened out
Thinking thats this is enough for today, thinking that it one of the last steps for this set in HighPoly.... Any addictions and advises? Maybe anybody want to help me? Or anybody want to make particles? All in all, thx this forum and people who "lived" on it
most cars nowadays are pure polymodelling, no normalmaps applied. as with super nice car paint shaders, any artifact from compression will be suuuuper glaring. So most racing games actually do not create a highpoly to get a normalmap from.