that's way to high poly to be a low poly. Looks more like its supposed to be a subdivision mesh.
EDIT: nice reference though, and your block out is looking very solid.
He never said it was a low-poly
You should always start with your high-poly and then build your low-poly from it. A lot of times if you work the other way around you can end up with miss-matched sizing and proportions, this leads to issues when baking your texture maps.
Looking solid so far, some of your edges might need some loosening but it's hard to tell at the moment.
You should always start with your high-poly and then build your low-poly from it. A lot of times if you work the other way around you can end up with miss-matched sizing and proportions, this leads to issues when baking your texture maps.
Looking solid so far, some of your edges might need some loosening but it's hard to tell at the moment.
I think it makes more sense, given the clean, quad topology of the "low poly", to assume that that is the basemesh to make the high poly, rather than the retopologized low poly mesh for use in-game. I guess since there is some confusion here, it seems prudent to ask: OP, is that your basemesh or supposed to be your retopo'd lp?
Replies
EDIT: nice reference though, and your block out is looking very solid.
He never said it was a low-poly
You should always start with your high-poly and then build your low-poly from it. A lot of times if you work the other way around you can end up with miss-matched sizing and proportions, this leads to issues when baking your texture maps.
Looking solid so far, some of your edges might need some loosening but it's hard to tell at the moment.
He actually did
I think it makes more sense, given the clean, quad topology of the "low poly", to assume that that is the basemesh to make the high poly, rather than the retopologized low poly mesh for use in-game. I guess since there is some confusion here, it seems prudent to ask: OP, is that your basemesh or supposed to be your retopo'd lp?
ive messed around with the model gain to remove some unnecessary stuff.
do you guys reckon i should model these onto the low poly or just normal map them on not so sure myself.