OMGOSH!! I was going crazy with the antialiasing bakes, and I didn't know I could just do the normals :')))!! This was so helpful!! Thank you so much TT
This comment is kind of late, but I am interested in which method have you done the retopology for your high poly mesh? Have you done it manually or using some 3Ds Max or Zbrush tools like decimation?
@@yanbr1f1x typical retopo is from the mid poly that was done to create the high poly. When I start modeling I do a block out, then clone it and refine it to make the midpoly, which adds all the volumetric shapes of the asset, this is also used later for the low poly. If I'm doing sub d modeling I clone again and then work on adding all the edge loops for the highpoly. If Im doing the zbrush method it's a bit different, I usually make sure my midpoly has a lot of segment divisions on any booleans and ensure it's nice and smooth then dynamesh and clay polish the edges to get the end resulting highpoly. I then go back, duplicate the midpoly and remove segments and that becomes the lowpoly
@@JordanMossy the cage is fine. The high poly makes it messed up. Its a lot of trail and error and there are a few things i need to take care of. Which im gonna try today. Like mark all sharp edges and having straight uv islands
@@IGarrettI the general difference is the lack of realistic ambient occlusion and curvature for wear that you get when using painters height painting. When you bake it down, all of that information is physically based upon the high resolution model.
@@IGarrettI Anchor points don't really achieve the same quality, but yes they can be used in that kind of setup. Baked almost always looks better in terms of quality
Definitely an option, this is a tutorial for painter though. They offer the ability to use cages but without the in app UI, future painter update will hopefully have something similar to marmoset
@@JordanMossy will you post the vid about texturing the knife? definetly want to look at how you r making metal textures that on the pic to this video. looks good
@@АндрейПеров-ф6ц As the project is already complete probably not, but I do plan on making a tutorial series in the future covering creation, baking, texturing and presentation of a more complex asset
Modelled it in fusion 360, converted to dynamesh in zbrush and polished the edges to get the rounded look. It's a faster method than messing with subdivision but arguable on small things like this if it's necessary.
I see, I've seen other pros do this by having a look at topo and assumed it was some sort of port from a CAD software. That's awesome honestly. I really want to learn plasticity for this sort of hard surface. I had a hunch it would be easier to model those types of thing in CAD but wasn't sure. Also I had a look at your site, your work is a spectacle. Thanks for the reply!@@JordanMossy
I see, I've seen other pros do this by having a look at topo and assumed it was some sort of port from a CAD software. That's awesome honestly. I really want to learn plasticity for this sort of hard surface. I had a hunch it would be easier to model those types of thing in CAD but wasn't sure. Also I had a look at your site, your work is a spectacle. Thanks for the reply!@@JordanMossy
@@Trench_762 Plasticity is a good shout for this kind of stuff and honestly does take a lot away from the gruelling task of working on a mesh twice for highpoly then lowpoly, but you still need the fundamentals of modeling to produce the low poly mesh from the mesh exported. Id say if you know how to make highpoly the traditional way its a very good way of making hard surface meshes, although there's definitely aspects that just need to be modeled in subd, like organic hard surface shapes.
I just feel like playing with design when modeling in quad workflow is very hard for me. This may speak more to my lack of efficiency. But I feel like concepting in 2D is probably where that issue is resolved. But I also got the feeling that plasticity would make discovery and play a bit easier.@@JordanMossy