Oh Sorry, i just saw the video and your last few words, so i thought this is it what youre searching for ^^ Anyways... Why Retopo my friend? Create the HighPoly/LowPoly BaseMesh inside of Maya. Im always doin it this way that my BaseMesh in Max looks perfectly fine with TurboSmooth. I can tell you how im doin it: 1.…
There aren't really any rules for a "good cage", chances are if you need to worry about having a "good cage" you've got a bad lowpoly model. Some people like to spend a lot of time tweaking the cage, when they should just make sure they have a solid lowpoly and understand how averaged normals work, and how that affects the…
Yeah it's method Bek described. It'd just creating additional loops to make normals transition better. Like Farfarer said the problem is that each time you want to change something you have two objects to modify. Imagine you want to change something in lowpoly. You have to delete lowpoly with additional loops. Modify…
Make a lowpoly model of that matches the outline of the 3x2 collection. Import that into your baking tool. Also import the collection of 6 highpoly meshes. Bake the collection into the lowpoly model. You can bake in 3ds Max, Mudbox, or ZBrush. You can also bake in Xnormal. All these tools support baking from highpoly…
One thing is that what happens on a flat surface that's separated by a smoothing group or reigned in by a support loop or custom vertex normals basically doesn't matter for the shading. And then, the local detail you added along the longer edges of the indentations seems only partly necessary and the way you terminated it…
Hi. This is a method I came up with and originally shared on chamferzone, but since I can't see any evidence on someone using it before me I feel I'd share it to a wider audience. The concept is that when you're creating a highpoly to be baked later onto your lowpoly, if you use floaters they'll often get distortion…
Last minute details were added to the maintenance ship dubbed, the 'Froge'. Moving on to lowpoly's and UV's Then the real fun begins with the textures :)
I just want to point out two (actually three) another issues. Maybe you should start with fixing those before going any deeper with texturing. Your lowpoly models are all hard edged, this is why the lowpoly wireframe is visible on your normalmap. That could work, even if its really not recommended, but then at least you'd…
My steps for normal maps are usually as follows (its a zbrush/3dcoat/xnormal pipeline): 1.Make hipoly mesh. This way I'm not worried about topology or anything technical. 2. Make Retopo mesh. Now I can focus on lowpoly problem solving since I've already focused on the creative aspect. 3. UV maps. Only the lowpoly meshes…
Baking one object to another is the same conceptually as it is for any traditional high-low workflow. The only difference here would be that you can construct your highpoly as a relatively simple mesh with the bevel edge shader, with different edge widths for different parts (set per object or per material, uniform edge…