Alright I made two UV map layouts. One for the normals and one for diffuse. My polycount is 7300 tris right now. I baked the pillars, box legs, and the character. Everything else is just reusing those normals. Edit: Aaah I made him a moustache but I forgot to bake it onto a lowpoly model! @rohom3Des I think the left and…
Hello people, Hopefully someone can help me out with this weird artefact issue i'm having. I am trying to bake maps from my highpoly mesh onto my lowpoly mesh, however the results provide extremely weird artefacts. See the screenshots below for more details. I had an error telling my I had to update my BIOS, so I did that…
Good to know. Thanks Yerus said: I will subdivide it to add some smoothing on crease so as to not look so sharp. To be honest though I still haven't fully grasped a good workflow. My plan for now is subdividing it a few times so I can smoothen the edges. I still have no experience with UV or normal mapping(actually I…
I agree on this one. There´s nothing wrong about triangles in lowpoly models. Triangles are usually difficult to work with on highpoly models (where meshsmooth modifier will be later applied) or models that are meant to be later used in sculpting programs such as Zbrush (some stretching and unnecessary artifacts might…
I think you should also spend a bit more time with the lowpoly and really try to nail it before you move on to applying textures. Right now the proportions aren't lining up with the concept. I'd recommend trying to find this asset, or one like it, in Warcraft or Warhammer and see how it might have been interpreted before.…
Personally i never explode my meshes before baking, because there is an option in max to "hit only matching material ID's". Operates to you create a multi/sub-object material, then assign this to the whole mesh, then setting different material ID's to different elements with the material modifier.You need to do this with…
I guess by "crease information" you mean hard edges? I don't think smooth preview matters but I've never tried exporting with it on. Just in case - dont. Try baking with Maya unless Maya can't handle the high poly. You get really great result using Maya. No I might be wrong. What I meant was that if the low poly is "too…
Ah, then post the highpoly from zbrush with one of the skin matcaps, or basic grey, on it (but no texture) so we can get a better look at the detail. Lowpoly shots of the actual polygons don't mean too much nowadays since so much detail is determined by the highpoly and the bakes. Unless you're doing handheld of a specific…
butt_sahib has good points. I personally like to model everything even dents and large "normal map" qualities to the model. My suggestion if you want to go sick with it is to set up all your geometry to be ready for ZBrush. Make sure the topology has even spacing in polys. (yes you will have to add loops to do this) Before…
a highpoly is a subdivided model; by nature its normals should not be "hardened" (in max terms, an HP should be entirely one SG) a lowpoly should have SG divides (hard edges) along UV shell borders, otherwise it should be smooth. when this creates artifacts you must add supporting geometry to the LP or else create more UV…