SO! After being very inactive with 3D I decided to make a game out of my universe and that made me realize that I need to learn how to sculpt. I'll be using the retopology technique to start with a very high detailed sculpt and then scale it down to low poly.
But so far I've ran into two issues.
1. I can't seem to get the face smooth and detailed enough without hitting 1 mil tris. And my laptop was NOT happy with that count. (I then tried to subdivide it all to 2 mil and had to force Blender to shut down because my CPU was crying. Opsy). What are the options for me? Is it possible to make a high-res sculpt without too many tris?
2. Now, I've only done two sculpting attempts so far. Both went great, especially when working with the neck, the nose and so on. But whenever I began to work on the eyes, the polygon seemed to break on me. Let me show you why.
This is attempt number one. I seemed to get some triangle shaped eyelids, but I managed to hide it by making the shading smooth. Though you can still see some of the shapes. Now I did some thinking, I think it's because there are too little polygons to take the shape I need it to be. But that brings me back to issue 1.
This is attempt number two. And oh boy it broke my mind. Mind you, I did raise the tris count A LOT. I think that attempt 1 was around 300k tris and attempt 2 was at 1 mil tris. My best bet is that I subdivided the eyes with the hand (by simple selecting the eyes, press w and then pick subdivide/smooth subdivide), however, while selecting I didn't grab every single tris thus they never had the chance to subdivide with the rest. But to me that doesn't explain why they turned into such weird shapes and I can't manipulate them at all.
I would like to hear what you people think about both issues (and if my theory about the broken polygon was correct and how the freak I can fix it). Thank you for taking your time to read this all!