This is gorgeous, I love your work. Biggest stuff that stands out with my fresh eyes is the tiling of the grass texture and the lowpoly roughness of some of the hills near the bridge. Really beautiful
Long time no update, here's an update on the lowpoly with the shader in action. Early stages of the diffuse and normals applied to the model here. No spec or any other maps at this point. Getting closer!:poly136:
for the chips in the shovel blade, it might be worth while to actually put those chips in the geometry of the lowpoly, i think that'll fix the bake too. Can we see the unwraps of the lp?
On top of what Shrike said that scope is not going to bake well at all. You are going to get all kinds of waviness and artifacts because of how different your lowpoly and highpoly are in that area.
tnx guys conte: yeah most of the comments i got on that one was that the arms were way to long so i scaled those down in my lowpoly that i forgot to post
try putting a push modifier on the lowpoly before the projection modifier with a value of 0.001 or 0.01 (dont remeber which one is, well, I guess it depends on the scene scale and unit size)
You could safely remove two loops from each arm and the trunk. Since you seem to be using normalmaps there's no need for rounding the lowpoly geometry where it doesn't change the silhouette.
polyInfo did the trick for my very lowpoly stuff (mostly tris and quads) but a more accurate and flexible solution is always welcome :) I'm sure I won't be the only one needing this
Also concerning the roof: using 2 straight logs instead of curving them a bit more makes the whole thing appear much more lowpoly than it is. Add a couple of loops there?