I think you might need to read up a bit on going from high poly to low poly using a normal map. Basicly: Make highpoly -> Make lowpoly -> bake normals from high to low. Unless I am making a mistake, this seems like neither, it's sort of a midpoly . It is to highpoly for a low (with a lot of things that a normal map would…
The bakes are really clean and well done. regarding texturing, maybe you should look at references of this gun and try to match those to the best of your abilities. Where will it be edge wear and dirt for example? Where will the weapon be a bit damaged? And so forth. If you know that it will be easy for you to make a great…
Hi everyone! I'm trying to get a feel for what the most commonly used bakers are. xNormal is basically a given, but I'm pretty sure Substance and Knald are gaining in popularity. So what's everyone's most common baker?
shinobix: Thanks mate :) Really happy to hear you liked it. Capone: Cheers! Oniram: Thanks :) I will do some once I make bake them down and make final adjustments; the take so much time to render I would like to avoid this at the moment. Thegodzero: Thanks for taking your time to type all this down. That's much…
I'm wondering if it's possible to create sphere or cylindrical shapes in a normal map from a greyscale image, or is it only possible to do this via a high to low bake or render of a normal map shader from a top down view and then composite these elements onto your normal map.
So I got through this more or less and have it ready to begin diving into texturing. There are still areas I'm unhappy with, but then taking a step back you have to be pretty far away to zoom in on them and I don't think they should be critical The answer was just lots of suffering through UV tweaking, messing with…
Yes, but to do it in a not-annoying way takes a little setup. Luckily, since I've needed to do this too, I can save you everything except the need to copy a few files and follow instructions. I did this in Photoshop CC 64-bit on Win 7 and make absolutely no promises that it'll work anywhere else, but with that said it…
Worked on the base mesh for the tree further. Fairly happy with it so far. \ Took it into Unreal to see how it looks in the scene. Some of the roots on the left feel a bit out of place, I'll take the base mesh into ZBrush and try moving some of the roots around before I add more details. Had an idea of making the roots…
This was a small piece i did for my portfolio https://www.artstation.com/artwork/2x4DBv https://www.youtube.com/watch?v=JQgcOGaErjM&list=LLPRHrP5Sc8HDolQ7DMFKA4w&index=4&t=0s The Texturing & Baking was Done in substance painter and rendered in Marmoset using 4K Textures The original Artwork by Takeshi Yoshida
This character is based on a concept by James Hawkins. The character comes in at 8094 polys with a 2048x2048 color, spec and normal. The texturing is still unfinished, I would say I am a little over halfway done with it. It needs a lot of tweaking in the spec and color in areas for it to read more like I would like it to.…