If it's a small prop, surely it's pretty fast to make a decent highpoly anyway? And I think the quality of the asset will always be higher if you're baking it down from highpoly source - it will be more consistent with the rest of the environment too, if the rest of the environment is primarily baked from highpoly. The…
Yes, multiple objects can exist in the same scene and will export with one another. The reason you would create a highpoly is to transfer high resolution details to the low resolution geometry (your lowpoly) via "render to texture" AKA baking. This is done through normal maps, ambient Occlusion, Cavity/convexity, World…
While I agree that it is indeed unavoidable, there are still some lessons to learn from this imho. "Game Art Is Not Highpoly Sculpts" Repeat after me. Game art is not highpoly sculpt. I know that it sounds counter-intuitive (and even subversive) given the massive amount of game art tutorials floating around that seem to…
There isn't. Highly complex hieroglyphs can be baked on to a flat plane, but a garden hose might have almost as many triangles in the lowpoly as in the highpoly. You gotta eyeball that every shape (that is, each curve - not each object) gets roughly the same amount of detail as other curves, when all objects are displayed…
It has absolutely no sharp edges or even definition at all, just large, "smooth" shapes that blend into each other. When you're going the hipoly route you have to keep a detail level that is vastly higher than what you'd do with a lowpoly mesh. If that's supposed to be highpoly you're pimping this a week too early.
Yeah, its the polyboost integration. I can highly recommend using the freeform step build, for snapping verts onto the highpoly. Now I haven't got much experience with zBrush and its retopo toolset, so I cannot compare it to that, but it made making the lowpoly geo on my toon soldier an utter breeze.
Hi! Next to matching the curvature of low and highpoly more closely, the shape of the highpolys bevel can also factor in. I'd say here the "black" spots are the result of the average normal rays hitting the sides of the highpoly. Here is a series of tests with smooth and matching curvature + rounded and wide 45° edges,…
For the normal map issue that Ninjas is talking about, you need to push your high poly model more. Really get in there and model it out so it looks like it would in real life. Heck, you may even want to exaggerate certain things cause real life stuff can be boring when translated to game models. In your resume, you list…
If you are asking this question, you didn't understand why is this happening. Instead of this: Have this: its happening because the shape of the highpoly and the lowpoly is very mismatched because of the difference in the number of divisions on the lowpoly and the highpoly. Making the lowpoly matching the highpoly more…
Decimation tools generally create crappy meshes. OK for organic static things, like rocks or the like. Also good for reducing a super-highpoly sculpt into a semi-highpoly that's easier to bake with. But bad for mechanical or built objects, or any mesh that needs to deform for animation (like characters). If you have a…