Hi All, This is prop I finished lately. Type Geiger Counter DP-66 in google if you would like to see how it looks on photos. Lowpoly in Blender, Highpoly Zbrush, textured in Substance Painter. Any critique about texturing, renders is more than welcome. Thanks in advance!
The past few days I've been working in sculpting highpoly planks for the short and long boards on the dock! The plan is to keep things minimal to match the style of the concept, also at some point I'll have to make unique boards for certain areas.
Forgot to upload the progress from yesterday, Day 5 - Highpoly Finished Changelog - Magazine(it's a pretty simple magazine form wise, so I decided against wasting polycount's forum space on uploading the screenshots of it's clay render ;) ) - Iron Sights
I'll have to give a test out when i get home but I believe if the highpoly imports with vertex colors, you could plug a vertex color map into the diffuse of it's material and bake that out. Or use xNormal, like Warren said.
Some more info would be helpful. A better look at the whole lowpoly and highpoly. Your UV layout. Did you offset your mirrored UVs outside the 0-1 UV space? Did you bake with a cage, or just distance?
besides the fact it's a wolf in his head (I guess), if it's the case I don't see a problem. If it's a bear, I have to agree with Spudinik. As for the highpoly model, it's filled with small and weak shapes, my suggestion is to look for bigger shapes with some "flow"
Update, my highpoly is mostly done, some touch ups are necessary but overall looking good. Probably won't be able to finish it within the month but I've learned a lot from it. Now only if I could learn to make the render prettier.
I feel like have to go back and work on your highpoly and base mesh some more. The weapon looks very thin alltogether and it seems like it's about to break... Axe's weapons should be thick and robust. here's my thoughts:
Mesh is missing uvs or the uvs are only partially there(ie uvs for some faces but not others). Make sure if you have multiple uv sets to delete any extra ones on your lowpoly before exporting. Highpoly does not need uvs.
I love them! I'm curious how the topology looks for the lowpoly meshes. I'm also curious about how much of the details you modelled into the highpoly and what parts you just did in substance. Looking forward to more! :smile: