Thanks for the feedback! I'm making the shots using Substance Painter, here's the shot closest to studio lightning: Thanks, I should have focuse on it more while making a highpoly. Definetily know now what to pay attention to while making the next character.
You don't need to put it into zbrush, but that highpoly just has some very rounded edges for sharp metal. I don't use max so I'm not familiar with the tools, but you will want to crease those edges to make them look a lot harder.
i don't know if any of you know this script but i found it to be very nice for low and highpoly trees you can create your leaf texture with it and your tree for your game http://www.scriptspot.com/3ds-max/scripts/avizstudio-tools-atree3d
Take a look at this tutorial: https://www.youtube.com/watch?v=B4j5tzAIflU In general you will most likely have to model some highpoly leaves/branches and bake them onto planes using transparency, then arange them smartly in order to hide the fact that they are simple planes.
Those tutorials are old. Programs like xnormal gained the ability to import and bake polypaint data on their own, so your highpoly sculpt doesn't even need UVs. It's a lot less to worry about and should free your workflow up quite a bit.
I don't have a powerful enough computer handle so much high poly grass.. kratos sulution doesnt work for me because i need to bake the highpoly mesh to a lowpoly uv mapped mesh with multiple uv islands, not to a texture plane.
thx @Steve Schulze ! Now that you say I really notice my mistake there, should have used more references to avoid that =/ I will probably correct my highpoly and rebake that (actually I don't know if this is the best way to go) to get it right.
Thank you for your feedback so far and yes indeed wirrexx i have made the normal map without an highpoly mesh, just with the spec map and crazybump. The video tutorial is pretty nice! It shows a cool workflow and a nice shading. Thanks a lot! =)
Also check the Projection cage, by default it skews to try to fit the highpoly objects. I always reset it and push it out manually. Speed should not be a problem unless your supersampling is set too high, or some other render setting is cranked too high.
Macattackk, Yes this is my highpoly, I actually have no trigger yet just the guard and the grip. My idea around the grip and the guard is that it follows the line of the stock. The blue line is the line i want the guard to form into and the red is where the trigger would be kinda.