I'm trying to figure out the best way of creating a face with multiple expressions. Namely, my main problem is creating the topology to support it in the lowpoly. Are there any proven methods of doing this? Is there a "neutral" position my lowpoly should be in (eyes closed, mouth open, etc.)?
I'm a Dota 2 artist looking to work with a lowpoly artist regarding Lowpoly + skinning. It's a set for bane for the 2017 fortivus update! Some screenshots : https://gyazo.com/a6a217b1854d1c029c5a2ed67da704bb https://gyazo.com/5f0695ddc33f761f08d7425857d78827 add me on steam if you're interested…
Can you post a wireframe of the lowpoly please, i want to see how you baked the smooth edges to the edges of the lowpoly, as mine always messup and never look smooth. Im really liking this by the way, it looks amazing.
You do not have to UV the high poly. It exists for baking down the details on to the UV'd lowpoly. Edit: You probably also do not need the stars or the beading on the outside edge in the lowpoly it's not really detail that would be needed to be geometry.
use xnormal simple amboc tool, generates awesome amboc in 1 second or less, all you have to do is load the lowpoly in the high and lowpoly slot and use in tools the simple AO generator. You wont be sorry :)
no issue with modeling the lowpoly first, but you really don't need to have all those insets along the grips there. it's wasteful. I'd suggest you remove those at the very least, after doing the hp version, to optimize this lowpoly before unwrapping.
Like the others I don't see why you can't keep them as seperated subtools. Why wouldn't you get a lowpoly mesh if there is many subtools? I think the problem comes from the way you're planing to make the lowpoly.
Thanks for the replies, I changed the lowpoly model a bit, now there's a flat plane for the vents. Here's the render of the lowpoly with the normal map and wires. @feanix: I believe that's just the welding mark, take a look at the highpoly model, it looks the same there too.
I find using render to texture is very useful for hiding seams. I'll render from a copy of the lowpoly, which I've box mapped, to the original lowpoly with the correct mapping. Then I can combine the two versions in photoshop to hide the seams.
Try setting the Object Properties of your lowpoly mesh to turn off "cast shadows" and "receive shadows". It looks like your lowpoly is occluding your highpoly here (which seems like an oddly common problem in Mental Ray in Max).