@pyrzen I bet most of that is coming from hair and fur effects?
Got a bit more done, I might be able to wrench and get her done before the end of the month!
Had some fun playing with her bracers, don't have a lot of hard surface sculpting under my belt so was trying a few techniques. Not sure if it's good or not, but didn't have more time to spend on it .
I'd recommend you retop the gauntlet to something cleaner. Either by adding support loops to the new basemesh, or by using crease.
Also, seems I'm TERRIBLE at poly budget...
7.6k Tris for main body AND limbs.
0.9k Tris for Skirt
2.2k Tris for EACH gauntlet!
1.2k Tris for EACH hand.
3.5k Tris for EACH skate!!
2.2k Tris for head
0.1k Tris for each cat ear ^^
2.7k Tris for all Furs on her back so far.
6.7k Tris for all her hair right now !!!
Frigging gauntlets and skates " eat up so much Tris.
Newb questions inc! I have a ton of subtools now. Way more than I've ever had and I'm wondering the best way to go about it. I was thinking that combing the subtools into the separate objects then decimating and porting them over would be best. However, I thought asking might be even better .
Newb questions inc! I have a ton of subtools now. Way more than I've ever had and I'm wondering the best way to go about it. I was thinking that combing the subtools into the separate objects then decimating and porting them over would be best. However, I thought asking might be even better .
If i did this in zbrush i would 'remesh' under the subtool menu then re'project' the detail on to the remeshed subtool model. then all the subtools would be merged into one mesh, and then you could use zremesher or the other topology tool to make the mesh usable (cause the zremesh will be extremely high poly if done right).
Just make sure you do this without stuff like the skirt or hair and other odd stuff. its best for stuff close to the main body.
For this character, I combine a crap ton of subtools together.
Like, her body and limbs merged with her choker, merged with her 2 tops and the shoulders and the arm bands and sleeve and arm straps and the underwear and the leggings. All that just merged and baked into 1 body mesh. Didn't dynamesh or project anything, just merged em together. In all, it was like a 10mil tris baked down to 7k tris.
Thanks for the reply guys! I'm thinking about keeping the clothes separate from the main body just for ease of rigging. Find it easier to rig up a naked body and then bind and copy skin weights .
Also, I honestly have never played around with dynamesh yet. Guess I should rewatch some tutorials!
For this character, I combine a crap ton of subtools together.
Like, her body and limbs merged with her choker, merged with her 2 tops and the shoulders and the arm bands and sleeve and arm straps and the underwear and the leggings. All that just merged and baked into 1 body mesh. Didn't dynamesh or project anything, just merged em together. In all, it was like a 10mil tris baked down to 7k tris.
I do the same pretty much, although I don't even bother merging them; just process, decimate and export all subtools within the decimation master, and then I attach them if needed in 3dsmax later on. I find it more of a pain to detach high poly elements from one big mesh, it super lags on my computer :poly132:
Anyone else ever had issue with ZBrush crashing and corrupting the files?
Yes, i had an issue where i kept getting a ram error every time i opened the file.
once i got that resolved somehow i started rotating saves between 3 files. this is coupled with the fact that dropbox makes redundant backups you can recover of each save i make so i had nothing to fear.
Yeah, should get dropbox on this computer. Haven't used it in awhile. And this last corrupt was a weird error, virtual memory and then a ton of other errors and then zbrush crashes when I try and open the file.
Yeah, should get dropbox on this computer. Haven't used it in awhile. And this last corrupt was a weird error, virtual memory and then a ton of other errors and then zbrush crashes when I try and open the file.
i'd recommend deleting parts of the document, i only got the error after fiddling for a bit.
i'm not sure but i think i deleted all unessecary stuff or somehow exported stuff and made a new file.
Will have to try that, right now double saving after every step. Save once, and then save under a new name so if that goes bad I have the previous save still clean lol. Finally got to the point where I can combine/remesh tools so hopefully that'll help a bit.
Honestly the accessories are what's driving me batty. But I think I have part of it under control. My grouping just sucked a bit with how I merged tools I think lol.
August has passed so fast and I still have so much to do. (
I'm finally done with retopology and baking normals/ao. Here's the result, about 13k tris and 2048 maps.
I'm going to post some comments later.
Is it ok posting after month has passed?
Do u mind posting a pic of the topology? i love the form of the model and am trying hard myself to keep polycount down while getting a good silhouette.
PyrZern: Thanks, I'll try fo finish this.
Asura: Sure, no prob. But I don't think you should use it like an example since I already see a plenty of mistakes. For instance she'll live without those additional ear and belt loops. And she could use some more polys around her thighs and arms.
Ahh, so it wasn't my imagination when I saw some flatness on the side of the her thighs. Can you move some verts to make them more rounded after you're done ?
I'm having some major projection issues in zbrush this on this character. Parts are just not projecting. I've had this problem before but only in small areas so easy fixes but this time it'll require some resculpting. Wondering if anyone has found a fix or work around to this!
Is that like, the projection doesn't come out clean ? or not working at all ?
One thing I do from times to times, is to project on the lowest subdiv level first, then do it each time I go up on the each subdiv level.
Yeah, bumped it all the way to 1 but only worked slightly. I'll probably play with it later to see if I can figure it out, but gave up and reworked the problem areas. Polypainting now and that's totally something I'm not good at yet hehe.
Finally got to a point I decided to bring her into Unity and see whats up. Not happy with the texture, going to have to redo a bunch of UVs. But getting close!
Thx alot, i love the topology but yea i can see what ur talking about with the flatness in her legs. Overall though this is spot on good study material.
PyrZern: Thanks, I'll try fo finish this.
Asura: Sure, no prob. But I don't think you should use it like an example since I already see a plenty of mistakes. For instance she'll live without those additional ear and belt loops. And she could use some more polys around her thighs and arms.
Replies
27k Tris here atm #_#
Got a bit more done, I might be able to wrench and get her done before the end of the month!
Had some fun playing with her bracers, don't have a lot of hard surface sculpting under my belt so was trying a few techniques. Not sure if it's good or not, but didn't have more time to spend on it
Also, seems I'm TERRIBLE at poly budget...
7.6k Tris for main body AND limbs.
0.9k Tris for Skirt
2.2k Tris for EACH gauntlet!
1.2k Tris for EACH hand.
3.5k Tris for EACH skate!!
2.2k Tris for head
0.1k Tris for each cat ear ^^
2.7k Tris for all Furs on her back so far.
6.7k Tris for all her hair right now !!!
Frigging gauntlets and skates
You should try looking up re-topology and texture baking like normal maps and junk.
What program do you use?
@twoquiznos
Mind showing us a wireframe?
@Clo
Looks good
liking the detail on the arms.
Left one is just Diffuse. Middle is Normal and AO. Right one is only Normal.
EDIT: ADDED
Noooooo. Don't do this to me Quixel dDO
Niiiiicee.
@pyrzern
Gah, i see!
If i did this in zbrush i would 'remesh' under the subtool menu then re'project' the detail on to the remeshed subtool model. then all the subtools would be merged into one mesh, and then you could use zremesher or the other topology tool to make the mesh usable (cause the zremesh will be extremely high poly if done right).
Just make sure you do this without stuff like the skirt or hair and other odd stuff. its best for stuff close to the main body.
Like, her body and limbs merged with her choker, merged with her 2 tops and the shoulders and the arm bands and sleeve and arm straps and the underwear and the leggings. All that just merged and baked into 1 body mesh. Didn't dynamesh or project anything, just merged em together. In all, it was like a 10mil tris baked down to 7k tris.
Also, I honestly have never played around with dynamesh yet. Guess I should rewatch some tutorials!
I do the same pretty much, although I don't even bother merging them; just process, decimate and export all subtools within the decimation master, and then I attach them if needed in 3dsmax later on. I find it more of a pain to detach high poly elements from one big mesh, it super lags on my computer :poly132:
Yes, i had an issue where i kept getting a ram error every time i opened the file.
once i got that resolved somehow i started rotating saves between 3 files. this is coupled with the fact that dropbox makes redundant backups you can recover of each save i make so i had nothing to fear.
i'd recommend deleting parts of the document, i only got the error after fiddling for a bit.
i'm not sure but i think i deleted all unessecary stuff or somehow exported stuff and made a new file.
Her left arm is totally collapsed from extreme bending.
Looking forward to it!
http://www.polycount.com/forum/showthread.php?p=2129450
I'm finally done with retopology and baking normals/ao. Here's the result, about 13k tris and 2048 maps.
I'm going to post some comments later.
Is it ok posting after month has passed?
Asura: Sure, no prob. But I don't think you should use it like an example since I already see a plenty of mistakes. For instance she'll live without those additional ear and belt loops. And she could use some more polys around her thighs and arms.
One thing I do from times to times, is to project on the lowest subdiv level first, then do it each time I go up on the each subdiv level.
Finally got to a point I decided to bring her into Unity and see whats up. Not happy with the texture, going to have to redo a bunch of UVs. But getting close!