Is this in the reverse? Create a lowpoly, then use this: http://area.autodesk.com/gdc2011/sculpting?KeepThis=true&TB_iframe=true&height=520&width=840 To create the highpoly base and then create a normal map from this? Interesting or at least this is how this tool can be used, maybe.
This project is a learning experience for me so please don't hesitate to give some feedback :) Highpoly; diffuse and AO. I think I'm gonna use some really low poly cylinders for the bolts, not turning out that great with the normal map ;
@Brian "Panda" Choi Now that you mentioned it, I think that his hand is not matching the other parts, let`s see how it work on lowpoly, ut I think I am going to change it. thanks!. The highpoly is almost finished.
Most things took between two days and a week to go from highpoly to baked game mesh. The knight chair took a lot longer. RAD has really good concept artists, everything was well designed before I started on it.
@musashidan OP said this was for a highpoly, tho. @JordanLeigh It's not so much about the amount of sides to the cylinder, it's that you didn't plan around the amount of geometry you went with. You could do something similar using other methods, as mentioned before.
How do you go about making the lowpoly if you dont mind me asking? The twirly bits on the mirror seem like they would be a pain to remodel over the Highpoly. I personally wouldn't know where to start except for Topogun.
If you need to make something extremely simple for a highpoly, using ZModeler may be faster than jumping in and out of Maya. Largely though, I think ZModeler was made for people who use ZBrush exclusively, like concept artists or hobbyists.
Curious, since there's gonna be a lot of using a lot of opacity in the low poly stuff, what advantage do you see there being for starting on a highpoly sculpt and moving to low poly instead of starting low and bringing it to a high poly sculpt afterwards?
Seems to be a problem related to the smooth groups or the vertex normals. Pls, do a simple test: set the normals to "Average vertex normals" instead of using the "Use exported normals" in the corresponding highpoly mesh's slot. If renders well then it's a problem with your normals.
Try this. Apply the proper UVs to your low poly mesh Bring in your low-poly mesh into Zbrush, subdivide it and re-project the highpoly mesh onto the lowpoly mesh. You now have uvs on your high poly mesh.