Changelog ACOG's Almost done! Almost. Modelling this was a lot more straight forward than i thought it would be. I guess that 12 month detour modelling cars paid off in the end. After I finish modelling the ACOG, I'll take an 12 day break to work on something else ( I don't know what yet, but that bike in the monthly…
I would bake this in Max, since you're rendering in Max. Although I'm not sure if Vray's normal map code is synched properly to Render To Texture. I know the scanline renderer is (or at least is supposed to be, didn't they break something in the recent Max?) Also, on the lowpoly model are you using a different smoothing…
WIP 8 So . . . not a lot sculpting I need to do, at least, at the speed I'm moving at? If I need to get back into this, I don't think baking specific components is going to be terrible since I think the lowpoly geo will stay stable. I think my High Poly is done. Shoes I'm probably just going to straight up make a final…
I don't get it. Should we bake an inverted HighPoly Mesh of the Lowpoly version, like standard baking method? (Cuz for me it just don't work. I've used Xnormal and 3DSMax, and both renders are fu****up.) Or should we bake a HighPoly mesh AO which mean that the highpoly version should have UVs. It would be great to have a…
I have tried this zremesher and I must say I am very impressed. However, while it is good for mid low poly stuff it is not so good for lowpoly stuff by that I mean under 1000 polys. I still get a lot of diamonds and spiral loops even if guides and polypaint are used. Anyway, it is still better than to start from scratch…
@bonds0097 It is intended to just be a hipoly exercise, but I did consider doing a lowpoly bake. Although with some of the detail I added recently like the floral pattern on the chest it could get tricky... I don't really know much about texture baking. @AnimeAngel Thank you! I'm getting pretty sick of this armour…
Hi, started this one from scratch some time ago, inspired by Pierre Benjamin´s great Z-Brush class. The goal was to improve my sculpting and anatomyskills, texture it with xyz-skin textures and render it in marmoset. I´ve allready a lowpoly basemesh and pushed the hipoly sculpt to a level where I can´t find anymore errors,…
Sure! for the base, I sculpted the corner section in Zbrush, and baked it down to a lowpoly modular piece for use on each corner. Then I took the baked texture maps and made them tile for the rest of the building. To save a bit of texture space, the wood shares the same sheet as the base. Here's what the hipoly looks like…
Blendshapes in a game typically re-use the vertex normals from the base mesh. So you would bake the maps using the start blendshape as your lowpoly target. And just sculpt whatever offsets you want... forehead wrinkles, frown creases, etc. At least that's how I'd approach it. I've done some game morphing but not exactly…
thanks almighty_gir! definitely i will work on his face ! David Wakelin: here is wire frames of the hands. hands are really lowpoly on the base-mesh otherwise a lot of polys will be wasted after subdividing. what i learned from making hands is that turn off Auto Smooth function for level 1 to 3 and do manual smoothing on…