This is the highpoly sculpt right? When you make the lowpoly, there will be some crevices between the major forms... you can put the uv seams in the hollows, along natural seams. That way when the texture LODs (mips) in the distance, the seams will be less noticeable.
Slight update, added pants and boots :) ) I was wondering guys, does anyone know if its better to add a clothing detail(like the material patterns etc.) to your highpoly or better to get it done in texturing process within Substance Painter ?
Ahhh, Ive been to your site before. I didnt recognize your name. I did enjoy your earlier stuff as well. I'd really like to learn some tips some time about your highpoly modeling.
after a boring day i saw that thread and have the idea usw that mesh here as basemesh for a highpoly model. After 2h sculpting.. here what i have I calculate tonight the normal map and post later the image.. bLiTz
Some more subdivision-modeling links I posted recently elsewhere, might help you out. Subdivisionmodeling.com Per's minitutorials Polycount - modeling hi poly weapons is painful, any tips? Polycount - technical highpoly workflow tutorial and scripts
I like where the scene is going GJ so far. Though you could make the floor panel into a single plain or box and just bake the highpoly details on a normalmap. Your rock barrier looks good but is too flat imo.
http://boards.polycount.net/showthread.php?t=68125 thank Peter & Charles ;) edit:I used that at work to "render" (animation > make preview) a highpoly 360° animation of a car's components exploding and coming back together, worked fine for 2m tri's on a shitty laptop.
Hmmm....interesting car. Its some kind of a breed between a car and a catapult if im not mistaken. I like the idea but I dont see any cockpit, so how do you control this montrosity? Kudos for the highpoly modelling though!
I love the ATST man. I've wanted to do a star wars model for ages...you may have just talked me into it. Great tetxures, great normals. The highpoly looks amazing! I'd love to see a bake of that door though.
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?