Hey, after taking a look at the Blend file, here are some notes: Lowpoly - lowpoly has some hard edges with no splits UVs (for example along edge the blade) - this will result in artifacts when baking the normal map. Using the "Auto Smooth" modifier, which shades edges hard by angle can easily introduce such cases that go…
you're in a great position. i feel you have a great sense for the sweet and cute and your work and taste is aligned with your goal. what i would want to see from a candidate for a project like the one you seek, is exactly the type of subject you have on display. creating and presenting the type of work you want to be…
Hey, just finished making the lowpoly and highpoly of my tank for an "Intro to 3D for Games 1B" assignment at University. Well, I say finished but I need to reduce the triangle count by at leat 7000. Which the two cranes on the side of the tank come to, I do not know why they are so high but I will work on that. Once the…
Luke_Starkie : thank you :) The LOWPOLY posing process above in gif... I posed bipeds in 3ds max first in that pose what i wanted, imported into zbrush, and then used the transpose tools.. the highpoly poses were a bit trickier... i exported the actual highpoly subtool's lowest subdiv level to 3ds max with GOZ, skinwrapped…
There's still some crazy shading errors there, and one great sollution is to just hard-edge the lowpoly so that the shading of the lowpoly looks proper before you bake, and then split the uv's over where you split the shading on the lowpoly. That'll make your shading looks insanely perfect. and it seems like you've…
During the realtime graphics class where i have Pixelgoat here on the forums as my teacher, we where given a few concepts to choose from and to model up from highpoly to lowpoly then bake it down and texture it. Among the concepts where a spider tank that i really liked so i started modeling. So far i have only completed…
@nbanezart For texturing i only use substance painter (2019 version is only one i have :D) I mostly just try to be be carefully observe materials i use in the textures. For overall workflow i used was ->Blockout (for proportions) -> Lowpoly (i remade the lowpoly multiple times untill i got it right. Since first few had…
ok,so after some test this are the results that i've got . here you can see my model,with diferent types of edges(smooth,hard and avarage).i did them as this:unlock normals,set normal to faces and after for each individual model i set avaraged edges or hard edges or smooth edges. As you can see i get some wierd shadows on…
More progress, been working on the basic lowpoly mesh and UV mapped it, now I'm back at the highpoly making details. After my optimization of the lowpoly I found myself way below my own poly limit, the mesh being at ~8400tris while my own max would be ~10-11k tris. So I'll be giving some geometry back to the lowpoly as…