Are you using a cage in xNormal? In Maya you can easily create one by selecting the lowpoly and then going into the Render tab > Transfer Maps > Load the mesh at the top. Then in the drop-down menu for "Envelope" select "Both". Now give it a low value like 0,1 and select the envelope mesh in the Outliner and export it. You…
You keep it as one mesh Basically you keep the mesh as it is but move the elements a bit away that will cause problems, in the lowpoly and the hipoly. So first you would make a test bake with the mesh all together to identify which areas are problematic, than move the elements a bit away that cause these issues (numeric…
@Goldo_O & @doses222 Thank you! Polish mostly done! Changed his chest area quite a lot, wanted more gradients to use compared to the previous more plated design. Once I've done the retopo I'll add more details and fix whatever things the lowpoly silhouette needs. Also I most likely have to make his shoulder things smaller,…
Heyhey I am really, happy that so many people decided to give me some feedback for my work. @Theogodzero: My target for the chracter was 7K Tris but your right... you see thats to lowpoly and this isnt so good. I think i added more polys in the prickles and the arms ;) ... than it looks much more better. Also i tried to…
Do you mean transferring the UV's themselves? If so, it could work in theory. If I could get a secondary UV layout on the "original" model that matches the UV layout of the "low poly" version, I could then run the 3dsmax script and transfer the PSD layers from UV1 to match UV2. Then I could apply the result on the…
RoosterMAP: that's appallingly poor advice! Leveling your normals will make smoothing errors appear, certainly if you baked with only 1 smoothing group. The only time you should do something like this is if you baked to a flat plane. (edit) To expand on that: certainly if you're baking from a highpoly asset with…
@tonyblu331 You will still be able to apply the basic principles, but a lot of the scripts that I am using are max specific. In addition, instead of using Meshfusion in Modo you would have to use Zbrush for all the boolean operations. This will work but you will have less control over the look of your bevels. The lowpoly,…
Depends on how you will be rendering the finished lowpoly normal mapped asset. If the final renderer (game) uses the same tangent basis method that you used to bake the normal map from the high poly model (baking tool), then you only need to use hard edges along the UV seams. And you need to use an averaged cage when…
looks great, I think the forehead and nose areas are a little too washed out- i'm not sure whether this lighting comes from the texture or from actual 3d lights, but if it's the former you might want to tone it down a bit to allow more color and texture to come through. The model looks great, with minor adjustments you can…
Good progress so far! The only thing i'd say is a bit of a nobrainer but when you cut the final lowpoly make sure you retopo it manually using a high level sculpt as the base, don't just take the lowest subD out of zbrush and use that like you did in your test higher up. I know that was just a test for polypaint but yeah,…