A method for controlling creasing in zbrush that I used recently which I found to be quite practical was by importing my lowpoly from max and making polygroups of different surfaces. By isolating each polygroup and creasing them individually, I could better control the crispness of my edges by adding or removing the crease…
Once you have your high poly sculpt, retopo it to get the low poly final mesh then unwrap your new low poly model. I use a program called Xnormal (as do alot of other polycounters) in which you import your high poly model and low poly model, then it bakes the AO, height, normal maps etc onto the UV layout of your lowpoly…
Hello, I've been lurking in Polycount forums for some time, admiring beautiful works that people post. On Friday 26th I noticed this challenge and decided to register and go for it. I'd like to learn PBR texturing workflow so I chose to do non-painted look of the dwarven axe. It's actually my first time I tried to…
I don't fully understand it I'm afraid - what's the 'dirty trick' here, relying on edited face normals or relying on the ol' "if it looks good.." saying? And what do the former have to do with UV's? That said, I personally don't hand-edit normals on normal-mapped assets either, it's a hassle and I'm afraid of losing the…
Yeah, same here. You can paint in lots and lots of details but it's gonna take longer if the map is huge and you really need to do the details right. I prefer doing a mix of both, I paint the map and merge in photos for the details and such. I could paint that too but it would just take so much longer. On my hand-painted…
I am far away from being considered as a professional so I just reiterate what I have read and what seems to me the most logical conclusion. In the end both apps don't distinguish very much from their abilities especially in the lowpoly-area. One app has some tools that may be superior to the other one while the other app…
Got a bit of a weird result with my test. I exported a (polypainted) red cube and a purple cylinder primitive from zbrush. So that's two subtools exported as a single FBX. Made lowpoly versions, UV'd etc. and baked vertex colour in Xnormal. The cube came out red, but the cylinder was a pale green. Same colour as I was…
Best of WAYWO = PC Museum Imagine modeling/Texturing a traditional Museum in polycounts honor and putting the best of the best from all the waywo threads so far into it on well textured frames Untextured lowpoly models would be turnable and on display with wire shots Glass display boxes showing off textures that say "Do…
You dont need to bake every piece seperatle, just move the lowpoly and the corresponding highpoly meshes away from each other. So that they dont intersect anymore. This is called "exploding" like mentioned in post #2. Those artifacts result from intersecting geometry. Your cage hits a surface which dont belongs to the…
Looks a thousand times better with the equipment and clothing. It was a pretty good model to begin with (if very boring), and as Scott said the muscles look far too "regular" and uniform to really appear natural and organic, I think. He looks very cool now with the extra equipment and detail though. Would be fun to…