At your normalmap it looks like you are baking from a "lowpoly" model to a lowpoly model. You need a subdivided highpoly mesh if you want more on your normalmap. It will bake just this, if there isnt anything else to bake. If your highpoly mesh have hard edges, and if its different from the lowpoly only at these areas,…
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a normalmap can only do so much, if the lowpoly shading is bad, if the normalmap doesnt have enough resolution etc it can only fail compensating for these things. what does the lowpoly look like without normalmaps? what do the UVs look like? i guess its all one polysoup with one smoothinggroup, creating a unch of nasty…
Hey. You seem to be misunderstanding the purpose of the highpoly model (if I'm reading your post right). The highpoly does not end up in-game, it's used to bake details down onto the lowpoly. You might find it handy to look at some tutorials that cover the process of making a game-ready mesh from start to finish so you've…
Use super sampling, or render 2x and size down after the fact (same thing). There are a couple things I typically do when baking lowpoly-only AO: In Xnormal, I use the simple AO tool, this can be problematic though, as the vertex normals of your lowpoly mesh tend to contribute to the result. Usually I will tesselate(but…
Good day! I have looked through the sticky threads and while they seem to be ripe with technical info, I am so much looking for ways to make the understanding of that info more tangible and accessible as I just can't seem to grasp/apply it. I can't even get the easiest normal map baking to work - cube with rounded edges to…
Hi. I can´t get my normal map to generate to a lowpoly objekt. My workflow is. I do my highpoly mesh. Then I append the lowpoly under in subtools. (whit a uvmap). Then I have the highpoly mesh at it lowest subdiv. And select the lowpoly. Then I go done to normal map in the tool meny and push create normalmap. then it says:…
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Well some pictures would help first off. Second, you don't model in triangles because it would be super annoying to use any proper polygon tools on a triangulated mesh. The general workflow is make the highpoly where the topology doesn't matter as long as it smooths properly, make the lowpoly during or after the highpoly,…
Yeah. That's dependant on smoothing groups though and may mess up your harder edges (miss rays). Another way to use supporting edges in order to control rays casting out from an averaged cage is to place them liberally wherever needed on the lowpoly, bake out an OS normal map, go back to your lowpoly and delete said…