Outside of some very specific cases your sculpt will likely have zero relevance to the creation of the actual blendshapes. In other words, let go of your focus on the "pretty highpoly sculpt" and put all your attention on the lowpoly model, which is the *actual* asset at the end of the day. 99% of the time this is the…
Website looks decent but careful with those fonts you use this very thin classy font then add some Bebas for your subpage labels and your headliner has another font again in a different style. Decide for one, and remove that one writing your name on in your headliner about the work, the 2 highpoly shots look very well made…
First of all, thanks to everyone who posted. Chamade: these are indeed in marmoset toolbag (untill someone gets me UE4 or I do something non pbs again, then I'll branch out in that regard :D ), definitely worth trying out if you haven't. Nerf Bat Ninja: I assume you are talking about the bump here for example:…
Hello there my beautiful thread. I am now back, from well just pure laziness. No excuses. this thread needs to get banged up again. I did not keep my own promise of posting an update each second week, shame on me =(. But first things first, were am I now and what has happened? Most importantly, I am done with the Highpoly.…
Normal maps do not record depth, only angles. So you can't derive the highpoly vertex positions from a lowpoly model. However if you had a displacement map, then you could tesselate and displace the lowpoly to get closer to the highpoly shape. Be aware though, greyscale displacement maps cannot record undercuts. Similar to…
I like your style and your attention to detail, great work! One question on your blockout: Do you just use it as a guideline and start the highpoly pieces a second time from scratch or do you model your blockout so accurately that you are punching out the highpolys directly from the blockout pieces? Subscribed!
Thanks a lot for your reply. I'm not using Subdivision levels in sculpting. To be honest- I'm very frustruated with highpoly I came up with, but I have not much time and possibilities to remake it, so I will use some parts of highpoly, that I like, and retopologize it, and will make parts that I don't like in Blender from…
Here I come with some images from character / enemies I'm doing right now: Crawling hand: 2k tris - 512 texture. Same mesh, different poses so we could have a nice variety on the table. Standard Goblin: Around 7k tris - 512 texture Highpoly: Lowpoly + textures Hobbit: Highpoly:
You definitely need more geometry if you want to be able to support the highpoly's circular shape. If this is just for a portfolio piece then don't stress so much on geometry budget, worry about creating kick ass art first and foremost. Otherwise you can try matching your highpoly geometry more closely to your lowpoly's.
Love the highpolys my inspiration folder eat most of them right away. Your textures reminds me of cs:go. But i'm not sure but i would probably not go pitch black on the bikes diffuse, i don't think i have anything more to give feedback on. Would it be to much to ask to see the pistols base for the highpoly?