why so? i recently just used it for some highpoly art and it worked like a charm - i would guess thats because you'r lowpoly isn't the basemesh of your highpoly? Haven't done that in zBrush so far, the biggest difference i saw from marmosets displacements to zbrushs are that the lowpoly triangulation is part of the…
There's no real hard rules on how a pipeline should be. But I think you will most likely encounter a lowpoly->sculpt workflow in the industry since in production it will usually be a lot more efficient if you can send the lowpoly over to the rigger and animator before you spend a long time doing detailing in zBrush.…
The model looks good as an lowpoly mesh, but you said you were going into Zbrush with this. In Zbrush will need a base mesh that have a evenly distributed topology. Otherwise you will have some BIG problems getting this right in their. You kinda started at this in the wrong end. You will need a base mesh --> sculpt in…
Hey Indian_boy The reason I said I would have everything disconnected is because I usually make a rough lowpoly, made up of different parts, then start sculpting, and then build a new lowpoly when Im done. I'm not saying its the best method, its just my workflow. If your intending for this mesh to be the final lowpoly…
The McMillan CS5 is a weapon I have been working on and off for while in my spare time and I wanted to start posting my progress so far. Blockout stage is completed for the whole gun. Midpoly versions of parts that are completed so far. I wanted to refresh my memory on my whole workflow pipeline so I decided to take the…
Thanks guys. I'm glad you like it so far. @Disting: Yeah I agree that the panels on the left support element are some kind of repetitive and follow no constructional logic other than breaking up the surface. I'm also not absolutely happy with them as well but they don't bother me that much to go back to change the highpoly…
Of interest to most who will read this thread, I wrote an extensive tutorial that covers this topic and many other common baking issues. It's geared towards baking in Toolbag, but most of the Basics and Best Results sections apply universally. Check it out on the Marmoset site:…
I dont bake normals in max because it would mean importing a hi rez mesh.I also use xnormal. Decimating a mesh from Z for use in Max for the bake is still decimation. Maybe you do this already but just in case. Lowpoly in max plus uvs for the low poly. Apply a projection cage to your lowpoly and use a decimated version of…
Thanks, the lowpoly file explains it all. Your lowpoly model is made of way too many intersecting parts (as a matter of fact, pretty much every part is its own standalone "floating" primitive at the moment). Start by redoing the lowpoly model as one continuous and watertight "shell", like this: Also make sure that your…
Do those shading issues show up in the normal map preview in the viewport? If you think about how a normal map works, it contains information about the highpoly normal relative to the lowpoly normal (hence "local space"), so it's actually quite natural to see triangles showing up in the shading, especially of flat surfaces…