Here's another update. Slowly progressing on each part of the character, i decided to work in phases and which phase is a part of the body. So i started on the foot and here's the result of the the "clean highpoly" since in the end of the highpoly i might do a damaged phase in the whole model. Next : Jetpack
I have joined the team to get some weapons done, here is a shot of the burst rifle highpoly, still a wip. Concept by Joseph Silverman. My highpoly A few areas are still a bit rough and some parts has not been created yet, but I hope this gives you a taste of it :)
Thanks guys! I'm glad you like it. :) I'm adding some pics to the main post like you suggested. Limewax: I did use a highpoly for most of the detail but there is some normal work done in photoshop and substance painter. I'll add a pic of the highpoly and lowpoly later on today.
I got a couple highpoly-ish scenes on my site: http://joewilson3dart.com/ These are only 1 level sub-d rather than 2-level that I used for baking, but something like 500k tris. I would put some highpoly stuff on ArtStation but the 15mb limit is an issue.
cool to see that model progressing great job on transferring the highpoly detail onto the normalmap, the illusion is almost perfect I totally agree with gauss about the colors though I liked the colorscheme you had on the highpoly mesh (on page2) a little more though.. can't wait to see more !!!
Hey, been working on this guy for about a week. Still lots to do on it. Eventually going to normal map him. I'm thinking I may have gone a bit overboard on the abs? I'm no expert on anatomy, just been looking at pics of body builders so if anything is weird please let me know. Not sure about the feet either, not very…
Why have you mapped both sides of the trigger guard separately? Isn't it symmetrical, or am I missing something? Also, er, why are you UVmapping the highpoly? Unless this isn't for realtime, you're supposed to make a lowpoly model and unwrap THAT, then bake normals down from your highpoly.
I actually did fix this by modifying the Highpoly. I was exporting these out with default .obj settings from Max. Even though the highpoly does not show these strange artifacts I added more supporting geo (just a quick turbosmooth by smoothing group) and exported it out - BAM. back in business.
You only need uvs on the lowpoly not the highpoly. Unless you are planning on texturing the highpoly. personally I only usually need to put uvs on the lowpoly that I create using any retopo tools eg 3dcoat, 3dsmax, maya, topogun etc all have ways to retopologise geometry.
If you bake it in 3dsmax you can define Materialid's for the lowpoly and highpoly and check in the bakingsettings to hit only the matching ID's. This way only for example faces with material ID 3 in the LP will get only hp information from the highpoly with matid3 in range. I wish this option was possible in xnormal