This! Very true. Same goes for my experiences. I must however say that I have never had any problems when baking in Xnormal and working with Maya. The only time I got seams like the ones you seem to have is when I accidently had (Y) flipped. If you want you can send me your lowpoly and highpoly and I will do a quick normal…
imo bevel a lot more of your sharp edges, the advantage non-realtime has over realtime is poly count, but because a lot of your architecture is simple and cubic you can splash out a bit more into polycount... also it just generally helps presentation and lose that ultrasharp edge lowpoly look. the bricks in your latest vid…
Fuse it together with the body mesh. Blender should have a decent set of retopology tools, use that. I don't know what kind of an example you want, but retopology is a pretty straight forward process. Cover your existing highpoly mesh with new polygons :) I'm pretty sure you can find a lot of great tutoruals for that on…
You need to show your hipoly / lowpoly / texture work from each scene. I want to see your source model for that truck, I want to see how you made some of those environments, if you don't show me the source assets I can't tell what your workflow is and that matters a great deal to a potential employer. People tend to put…
Ah, my workflow is all wrong. I should be making the hi-poly first (thereby negating any 'shrinkage effect' turbo might have), and making the low poly from that. And as you point out, polycount doesn't matter for the bake's lowpoly cage -use as much geo as you have to to rectify baking errors etc. Thanks for the help EC…
You probably have to Model the window as a seperate prop and then fit the smooth shape of the window into a rough hole in the wall (so that the rough edge are invisible behind the prop. Like this: Then you can do whatever you want with it. Keep a lowpoly version that has enough shape, create a high poly sculpt out the…
Haven't got a massive amount to show for my efforts this week. I downloaded substance painter and had a go at texturig the tap and the screwdriver. It's an awesome piece of software for sure, looking forward to using it on future projects. I also had a go with Zbrush, since I haven't used it for ages. My sculpt ended up a…
It depends on what you're displacing. If you're displacing a lowpoly mesh as is, with flat tessellation (ie: the mesh is tessellated but nor smoothed) then you want the faceted looking height map as is. This is usually typical for realtime applications. If you're smoothing the mesh first and then displacing, ie:…
Hey guys! Thanks for all of your comments! I'm glad to hear that you liked my works :poly121: brandoom I've used a vray for all renders on website, lowpoly/hipoly/wireframe etc. A different setup for each model to maximize the presentation. A post processing was used in photoshop as well, sharpening and other effects.…
those look nice Only 2 things, your backgrounds are very boring, and not even unified. Why does the other have a lighter grey of a sudden ? And the emissive materials; they come out good at the highpoly shots, but on the final lowpoly atleast on the red robots, they are hardly noticeable as the red paint is about the same…