First of all, in my opinion I'd strongly suggest you build your own site from scratch rather than using preset stuff like carbonmade. Wouldn't require any advanced stuff, just basically a bunch of images slapped on a page. The faster the viewer can get to see your work the better. As for the work itself, it's not "there"…
You want your low poly to be as close to the shape of your high poly as it can be for baking the details. What you have above would be good topology to subdivide and sculpt, but for a low poly mesh you probably want to make something that describes the forms and silhouette as accurately as possible while using minimal…
I've been having the same (or some sort of similar) problem, I have no idea what to do. I'm pretty sure it's an smd problem. I've used two different exporters so far, and only one works, but sadly, doesn't support armatures/animations (so it's only use is for detail props). The other exporter seems to work for everyone BUT…
Did some of his clothing and hair. Unfortunately I ran into some problems with the UVs in Mudbox and had to redo them, and Import UVs breaks every face. So now when I paint it's like it paints the wireframe. Someone else on this forum had the same problem so but unfortunately there's nothing I can do at this stage. So…
So I have been working some more on this guy. Have him retopologized now and unwrapped. Going back into ZBrush and adding some variation to him at the moment and then I'm starting on the texture. The more I look at him, the more I feel like he's missing something. I'm thinking of adding a few new pieces to him to spice up…
Things i see wrong: -mirrored texture on the ammo magazine, not good for a first person shooter (well actually not good for any kind of game) -some areas are too low poly, like the handle section or the spring behind the side slider...if this weapon is for first person view, you have to make sure to not have visible…
Depending on your machine, you'll have a maximum number of polygons/vertices available per subtool. As for the blockiness, it's going to boil down to the topology (wireframe) of the base mesh on the lowest subdivision level; 6 million points might not be enough to sufficiently produce the detail if the majority of those…
Thanks -Dominique for this breakdown. So my assumption was right and thats why you presented the wheel and other key parts on its own. The important part for me was, that the locomotive itself has no normal map, just weighted normals and this is pretty cool! To break the 'uniformness', you added key parts with dedicated…
I'm working on a model viewer. Current features: -you can assign a static or skeletal mesh to the viewer -pivot automatically gets adjusted to the center, for helping the viewer script -camera distance, height, min, and max zoom distance automatically gets adjusted -target/orbit type camera -light position automatically…
Hey, sorry i didn't get back to you sooner, I am studying at Victoria University and yep I am studying Game development Anyway here are some updates, I have now completed about 99% of the model...well enough to start texturing. Here are some renders of the building as well as a shaded wireframe and polycount, I am…