There are two ways to create UVs for such highpoly assets. One is to uv your basemesh. If you dont have a basemesh create a autoretopo. Do the uvs there and transfer them.
So, for next step i`ll created antagonist. Made blocking, and then some detailing helmet. For the training i`ll creating 5 different helmets. That first.
Did you create come up with the concept for the character? Really nice to see an animator create the model + the rig. really eager to see some animations on this guy.
just a question, did you actually researched the design of the things you created?,- they look to me somewhat like created just from scratch with lots of clich
But then would it really be "rendering?" Using your Normal map to create an AO map is not a true Ambient Occlusion. Though it can create some nice fine shadows...
Here is the Ecorche character that I created today, enjoy :) --- Ecorche --- Slowly learning how to use colors in every piece that I created...and it actually fun! _Revel
could you not just create a small glow mask/map for the windows and create two materials with the same textures? just one has the glow... the other doesn't.
I see, thank you for the suggestion. Is it typical nowadays to create your high-poly mesh (in Zbrush I presume) first and then create the low-poly mesh?