- There is nothing "not correct" about the areas you outlined in red in the Cyberpunk weapons and the other professional model. - Regardless of a model coming from CAD or being manually crafted and/or retopo-ed (or anything inbetween), making game assets involves knowing how geometry shades and bakes, and requires…
So I am currently working on a model and I got a little ahead of myself in my workflow. So my lowpoly is 4k and was created in 3ds max. I subdivided the mesh and reworked the polys partly in zbrush and 3ds going in and out of both programs. my workflow usually works well for me to get the topology and poly count i am…
I got a bit of an issue with normal baking I figured maybe someone could enlighten me on... I've read through the stickied/wiki posts around here on the topic to see if I'm missing something obvious, but so far I haven't figured it out. Basically I'm getting seams/odd edges where I got hard edges in my lowpoly mesh - all…
I spent 3 weeks creating this prop. Most of the time was spent in zbrush since I'm not as familiar with it. It was a great learning experience for sculpting and retopologizing! Sculpt and lowpoly: 2K texture: References:
If this is a modular piece, why don't you go all in. Use trimsheets and tilable textures on top of the vertex blending. You don't need a highpoly to lowpoly workflow with unique UVs/ Textures for this
The path deform modifier deforms the mesh, so you'll have to export it in form of a vertex animation / point cache, which is why you need Alembic. You could try a Morpher perhaps if the transition between open and closed is linear (but then you probably wouldn't need a path deform). If you want a collapsable animation…
I made a tutorial recently, for our automated remesher. It currently puts out triangulated mesh (quad output in progress), so maybe not what you want. But should give you an idea of how it's done. https://docs.rapidpipeline.com/docs/3dProcessor-Tutorials/tutorial-remesher If you manually retopo the lowpoly mesh, you can…
not sure what the difference to you is. bevel is just support edges? and going from a tri bevel to a quad bevel is just an option in modifier settings and results in pretty much the same result as support loops?doing these manually is more or less a rare edge case since quite some time now? your way absolutely works, if…
Reliving the "good ol'days", with this one. Made up a small challenge for myself (in my sketchbook thread turntable there for more) to attempt to make a complicated model, using the restraints of say: Q3A (1999 pc game) I plan to attempt the style they had also, anyone can join in also, pick any design that seems…