Both? Having a nice non-blocky lowpoly mesh, and using the normals for correct smoothing(you'll have to add a lottttt of geometry to get smoothing as accurate as a baked normal, with lowpoly mesh normals alone) and finer details like seam lines and such, i think that would be the ideal solution, that way you avoid using a…
Hi again Aranoth, You're on a good start, but I would recommend going back to the horse piece and do a few things differently. First off, you shouldn't make an optimized game model with very specific topology before starting on the sculpt. Instead you should focus on making a very simplistic cage giving you the maximum…
You're wasting a lot of texture resolution by leaving your lowpoly pieces as separate shells. If you can't see part of the mesh in the final lowpoly you shouldn't have polygons there. This kind of construction also causes problems with lightmaps and other systems in-game.
Xnormal doesn't support multiple UV sets/tiles, you would have to export a separate lowpoly for each one. It's also scant on information, shots of the uv's themselves & highpoly/lowpoly as well as the software you're using to author the models would be appropriate.
Normals seem to be fine. Im going to try and rebuild the lowpoly and see if anything changes. somewhere in my process im getting negetive values locked in my lowpoly. Im thinking MR doesnt like the way im mirroring my geo
Some of those problems look like you need to flip your green channel. The warping usually comes from when the geometry in your lowpoly doesn't match close enough to your highpoly. What does your lowpoly look like?
Hi all, This is my first post on polycount.com I made the two swords concepts for personal use. This is my first hand painted texture on lowpoly. I'm not used to designing lowpoly. I hope the topology makes sense. Also, thanks 3dmotive.com for the tutorial. All constructive comments are welcome.
Xnormal is a good way to go. To be clear, you don't transfer UVs from highpoly to lowpoly. Instead you use the UV layout on the lowpoly to capture the normals (via a normal map) and the colors (via a diffuse map) from the highpoly model.
I use blender and this is how I do it. I export the object from sculptris. Then import to blender and make or adjust the lowpoly polymodel I previously made, then uvmap it. To bake the normal map, in object mode, shift+select the highpoly and then the lowpoly.
Hello everyone! This is my first thread on the Polycount Forum. My name is Anders and I'm studying CG in Sweden at gsCEPT. I'm currently working on my specialization project, in which I will create props for games. I will create the following: * One organic prop, an oak tree. * One hard-surface model, a motorcycle. (As…