Hey all, My professor at my school recommended using mudbox or zbrush to make highpoly models, Ive never done this before. Can anyone explain what the difference is between modeling the highpoly in say max or maya vs doing it in mudbox? whats the typical workflow in max/mudbox and what else can I use that for?
Loir Axe Handpainted lowpoly Axe based on my own design. Model itself was made with traditional LowPoly to HighPoly workflow and Baked Normals LowPoly Model was made in Blender and HighPoly Model was sculpted in Zbrush, Some of Renders were made with keyshot and others with Zbrush. Videos and More Images…
The first step is to design the lowpoly precisely according to the reference art/high poly, placing edges to support these details (like, for instance, having an edge that runs along the connection between boot and sole). These edges can also be used for UV splits, that way material separations will be razor sharp and will…
Looks like an excellent start, but you need better renders for your highpoly, its too washed out right now, try to make the material a bit darker grey, and add some specularity, will help us to read the shapes of your highpoly models better! : )
I think the point was that there is no "set" limit, as opposed to realtime models. For highpoly the limit is variable, limited by your studio's workflow and the studio machines' performance. JeremyaRandall, it's nice for someone to hear how many polys the highpoly model is, but the real test is in the quality of the maps…
your lowpoly model has no way of knowing what your highpoly topology is. all that matters is your highpoly mesh surface quality rather than its topology. if the surface is clean and looks the way you want then that is how your normal map will look like.
@Stachmo You could perhaps create some basemeshes that have really good topology and then use a shrinkwrap modifier to project your base mesh onto the highpoly. Then use soft selection to move the basemesh to fit the highpoly better. Maybe something like that may help?
I know I just asked because I think baking the ao from the highpoly gives the best quality if you want to get the same result that you would see on the highpoly mesh. I feel this baking from the lowpoly stuff a little unnecessary.
Hhhmm, your right, its ok for my map to lightly distort. This is a scary thought when your looking to do a clean render But basically should my lowpoly be over my highpoly when projecting or is it better to have your highpoly over your lowpoly ?
Hello everyone! I am trying to get a better understanding of why I am getting visible UV seams on my model. This was just a test model so I didn't spend to much time on the UVs, but they appeared correct before I painted in substance. Nothing overlapping, minimal distortion, etc. I know I can rework the geometry and put…