I'm not sure I understand.. the hi poly, due to the definition in the edges of each piece, is around 938k. I can't possibly transfer those edges to the game res model with a reasonable poly count, can I? So, in your example you mean to have the base tiled bark pieces like I showed you in the first image and then add a…
So yesterday I worked up my reference page for this projected using Pureref. I went through and gathered references of the articles of clothing, props, and general apparel of the character. Then I identified how I wanted to represent the model in 3d. What immediately jumped out to me for this project was Over watch so I…
well I don't have a problem transferring skin weights, my point was that the rig/bones are identical in both files, so it would be nice if you could make the merged mesh with skin modifier use the bones in the file you are merging into, since the rig is identical. right now if you merge an identical rig/mesh with skin…
It's a hard one because it's not just spitting out a mesh - It needs to have all that UV2 data from the unity mapping pack and then it needs to bring that mess back in and know to use the UV2 of that imported mesh without packing it again. I guess you would need to mash your environment into one big mesh and have a…
A cage is a third mesh object that is an identical yet inflated version of your low poly model. It's a visual representation of your ray cast distance and direction. Typically when you get blank spots on your normal map like that it's due to your cage (whether automatically generated or manually provided) has not…
I feel your pain! The retopo tools in Blender are really good, but sometimes dragging poly by poly is best. I am working on the most difficult character so far and using shrinkwrap is a question of getting used to the process. You could transfer a remeshed version of the model and just alter it but if the model is intended…
Aha Flava I'm guessing you're working for RTW then? Interesting that your Avatar is Crackdown ;p Yeah awesome work on APB, it's already a fun game and one with a LOT of potential. It's also good to see you're not on here taking names of those here pushing the limits of the NDA... or are you?! :D I know this isn't the place…
Hey, I use light linking alot of the time when doing stills, I have never heard of that problem though, it would be good to see your render set up and your light linking attributes as we could be guessing all day. The only problem i had was that it would link everything even when i tried to take things off, i would just…
Two problems. The really dark looking edges are because you don't have enough geometry to support the smoothness of the highpoly. So you need to either give the lowpoly more geometry or you need to make the highpoly have sharper edges. The weird artifacting on the back of the lowpoly is probably caused by the baking…
Ah I see! I only saw your picture from your website, and not your CGhub profile, so I have missed out on the comments/credits ;) But I must admit - it is very impressive how precise you've captured the concept - and modeled it so exact, only from a single concept piece. Worth to admire. And Sorry again for bringing this…