i would add more shadows to your difuses on the lowpolys , because right now they are really good , but they seem to be itended for next gen assets , without an ambient oclusion pass. just add more shadow to make the shapes get more readibility . The normal mapped asset lack a good texture too , make an ambient oclusion…
I have tried the skinwrap modifier before, but somehow it did not gave me the control about the high poly mesh I wanted to deform . I am looking for some kind of reverse subdivision modelling, when you only have the high poly left and you want to deform/modelling the general shape of the objects with a new lowpoly cage.…
nice job on the details. human proportions are hard to do, im still learning as well. as for LODs, they change based on how far the object is from the camera. i was told at work that a LOD should have 1/3 the verts of the LOD above it. and i wouldnt make the last one a box. last one should be a really lowpoly character,…
I think that most people that will look at your work and consider you for a position knows what it takes to make the finished lowpoly and doesnt need to see the lion sculp for example, seeing the baked lp's shows that you know highpoly already, also that frog felt like it was made by someone else not at all on the same…
Thanks a lot for the feedback guys! I decided to go with my version in the end. Got some time to work on it, finally got the lowpoly done and unwrapped. I learned a lot about baking, careful usage of UVs and stuff to get different maps, some frustration but I finally think I have enough to start texturing :) Some small…
If I have say about 20 separate parts for my lowpoly model, what would be the best way to project my normal map? I have to get it all in on one 2048 map for dominance war. I'm not sure if I should try and import all my highpoly parts at once and make one single cast or do them separate and piece them together somehow. If…
nice work! i think its missing some construction details horozontally. You have alot of virtical connection details but not much in the way of horizontal. The bottom piece is kinda of lacking in details by comparison too. lowpoly came out nice. you might wanna go back with a 1px line and bump the finer details that got…
the normalmap has to cover for every decision you make on the lowpoly. but it can only do so much, dependent on its texel density and bit depth. and even at a lot of resolution and 16bit depth, things like these might still happen. normalmaps are no perfect solution that can cover every single issue you could run into. i…
"This shouldn't matter since the normal map is relative to the shading of your low-poly, so it will automatically "compensate" that smooth shading and your bakes will look just like the highpoly." yeah, compensates and makes the badly shaded low poly look good - for only one lod. you should strive to have flat looking…
I modeled a bed with blender for practice, but I'm stucked because I can not fix this issue. Thought it could be of my bad unwrap, but even with that at least I could bake normal maps base on my previous experience. Does anyone know how to fix this ? files are down below. bed_low bed_high…