The head mesh isn't very clean to begin with, that'll cause problems even doing the standard cylindrical mapping. As the triangles aren't going to want to settle nicely, you want your head to flow following the main lines of the head/face. I mean this will help sort everything out manually post a basic mapping. Mapping is…
I think ZBrush can UV-unwrap your highpoly model. It's called GAV/GAUV/GUV tiles or something like that. But yep, usually the highpoly does not need UVs. You can use xNormal to render the normals. Only the lowpoly mesh needs to be UV-mapped ( usually, unless you need the "bake highpoly base texture" feature which is an…
NICE! Great to see someone else working on similar things as me. Have you thought about putting it into an engine, like marmoset? Also I had a lot more luck with Object space normal maps. Especially if you're going to be using unique coordinates. I guess the bumps are kind of weird on the handle because you used photoshop…
Ah ok. The technique is not application specific except for zBrush so you should be right. I think the thing with probooleans is that they allow ngons after being applied. I'm pretty sure Maya does the same. I'm using Blender and it allows ngons. Looking through the thread should give you a blow by blow description. I…
Since you beveled the edges your smoothing groups are probably fine. I agree with Dihemi, the N-gons (any polygon with more than 4 faces) might be the problem. Here are a couple of ways you can divide things up into quads: And here are a couple of edge flow guides you can keep as reference Also, I highly recommend using a…
Yeah, this is practically a requirement for Zbrush. If you do any baking in it and a UV coordinate so much as touches the edge of the 0-1 borders then Zbrush will wrap that coordinate around to the other side of the texture, showing the kind of stretching artifacts you posted. There might be an exception with the MME…
@mustacheman lol. i agree in pricnciple but itts a question of degree. Is a solid leader worth 50 times as much as vertex pusher nose picker? Yeah. More like 300x more. But not 3000x. That's absurd. But you also have to keep in mind, being the leader is a service. If you don't have a mindset of service, you gonna end up…
There're something near 3 materials. First base-mat wich is mainly used for all assets. Second material for blending parts like bricks, tiles etc. (it's just like a base-mat but little optimized and with vertex blending). An the last one material with alpha for glass, lightbulbs and anything like that. I used…
Your work is good but I would suggest culling it down to your best pieces, I think you should remove the ancient temple as it's by far the weakest piece in your gallery and maybe revisit your jungle scene and try to improve the geometry in your trees, you've got way too many wasted polygons in the trunks of the trees and…
If it is something huge like a space ship then the strategy of choice currently is to make aggressive use of tiling textures and decals. Modeling in larger bevels as needed. You should check out this thread. This obviously requires a lot of design considerations. If the object is merely "large" then you could just use…