Hi!, I just finished my Project i worked on for a couple of weeks and i just published it on Artstation i would love to hear your opinion about it! The Trees are from SpeedTree, the statues and the grass from Quixel :) Modelling: Maya High Poly: ZBrush Texturing: Substance Painter Engine: UE4
here is the low poly color wirefram and normal map render highpoly sculpting highpoly color block out face close up if you are interested in how i started, here is my wip http://www.polycount.com/forum/showthread.php?t=84165
This is happening only with the marmoset 3.04, they are fine when first imported but if i hide the highpoly some of the pieces disappear, and some of them get this weird stuff happening, and it affects the normal maps causing artifacts too. Can it be solved or is just a bug for the 3.04? Highpoly.
Yes, if you're baking to a low-poly model, you should always bake directly from your highpoly source... and your highpoly source should be roughly the same shape/volume as your lowpoly in order to get the best bake.
Perhaps it's because it's late and I'm tired... but you seem to have varied opinions on whether or not to always bevel the highpoly etc. Huh? Also, I got some useful info from the thread but I'm still not sure how to go about fixing the problem. So, instead, I propose this - take a look at the two threads I mentioned above…
Xnormal is a good way to go. To be clear, you don't transfer UVs from highpoly to lowpoly. Instead you use the UV layout on the lowpoly to capture the normals (via a normal map) and the colors (via a diffuse map) from the highpoly model.
what you got highlihghted there in the pictures just looks like they baked in AO, from a highpoly, the highlights still look painted in. besides no normal maps dosnt mean there still not baking AO, cavity and curevature information from highpoly meshes
He'll need to auto-UV the highpoly in Zbrush, most likely using PUV tiles. Then as Jordan says above, do Tool->Texture you can select "From Polypaint". This will make a texture that can be assigned to the highpoly in any other program.
hey man I am liking your barrel! The only thing that bothers me is the rings on it... Look kinda strange. Probably due to the highpoly. Would like to see the current prop you are working on. Let's see the highpoly man. :D
This is not really necessary. You can use things like zbrush's UVmaster to do UV's if you're applying a tile or something and don't need to worry about the layout. The workflow is typically highpoly - lowpoly - UV - bake highpoly onto the lowpoly - texture