Ok! Gotta make some money in SL again, and combine it with personal learning lessons. Today I will learn how to use the average game dev workflow to make a thing using a high poly model as a base for high detail textures and accurate normal mapping.
Ok, got this high poly set of elk antlers I gave up on awhile ago. What do I do with them? Retopo.
Figured out how to use it. Got t retopo’d. Now I just bake on the AO??? Why no worky? Oh apparently I needed to unwrap it. In Zbrush? Gross… lol j/k how do I do that???
.5) Unwrap model in Zbrush
Wait I don’t even know how these tutorials are even starting… what are these colors… Oh I guess I need to know what polygroups are? Ok.
Alright I am learning that you just have to divide up your mesh, you can do it automatically if you have everything separated into separate shells already, or you could have drawn on seams in Maya first but that’s not really how I was working… to divide my antlers in half, I need to learn how to mask shit. That would be easy if I…….
Geez ok I have to hold down what to do what again? And I have to select inverses of inverses and oh shit I have no lower subdivision levels, it’s just straight-up high poly with nothing lower godDAMNIT HOW DO I
0) Never take on this project