Author : jdvi


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Bertmac's Avatar
Old (#26)
I like to use Goz
I know i might sound to simple but i have the feeling that importing an obj works different then using GoZ.

So send it over with GoZ paste the uv map in your modeling app and send it back.

hope that helps
Come give some comments on my work, I probably will give some on yours (Current thread).
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Muezli.com with yoghurt and lots of fresh fruits.
Offline , spline, 173 Posts, Join Date Jul 2006, Location Amsterdam  
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AdamRodgers's Avatar
Old (#27)
Already sorted it Bertmac but thanks for the thought. That is more or less what I was trying but it was giving very funky results, and after sorting out the UV's by pasting in Max it was still giving some weird artifacts, but only on the Normal map, so in the end I went back to projecting the old HP onto the new UVd and divided mesh. It was all a bit headscratchy but I got to try lots of things that will prove usefull in the future and I finally got Projection to behave properly too

Thanks guys.
Offline , line, 71 Posts, Join Date Jul 2012,  
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AdamRodgers's Avatar
Old (#28)
Quick polypaint to check out my scheme, I have desert and derelict urban in mind for the setting.



C and C welcome
Offline , line, 71 Posts, Join Date Jul 2012,  
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Kushy's Avatar
Old (#29)
Really like the gun and detail on it. Don't have much crit right now but I will keep and eye on the thread and feedback

Also I am interested in the workflow you are using? This is going to be a HP to LP model right?

When I create this kind of asset I would work in this way:

High poly in max
Zbrush for detailing
Low poly in max and UV it
Xnormal for normals, AO, Cavity maps
Diffuse /Spec in photoshop / edit other bakes

so just interested if you do it in a different way?

peace and keep up the good work
Portfolio (Game Art): alexdwilliamson.com
Offline , null, 12 Posts, Join Date Mar 2012,  
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AdamRodgers's Avatar
Old (#30)
Thanks ~Kushy. Yes it will be HP part of Sculpt for a vignette of Briareos but also go into my LP assetts folder for game/future use.

More or less the same - but this is testing ZB functions and tryingf to cut out as much swapping of apps as possible so -

LP in Max - sketch mesh to get a feel

Test Sculpt HP in ZB to see where Im going - essentially fast concepting in 2.5d

Once happy with where I'm going Ill generally see if I can add enough Geo in ZB using Edgeloops or using remesh or retopo to get the detail I desire if thats a fail or too involved then Ill go back to LP in Max, add details that can save geo like in this case Tightening up the buttons and adding some loops around the borders of the main shapes.

Zbrush for HP and detail

LP export div 2 or similar to Max or topogun and make a better topo LP mesh.

Normally Id use Xnormal or Max to bake but on this occasion I chose to test ZB multimap functions - with mixed results - I still maintain a Max cage offers better control than any other method - with the downside of Max memory/model issues.

PS - for fine tuning textures based on Diffuse AO and Cavity
Offline , line, 71 Posts, Join Date Jul 2012,  
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