Ideally you should only have geo where your trying to retain a silhouette or need poly's for low poly deformation (animation). So depending on our target platform and the character in question you might be fine as is (although a bit on the heavy side), or if mobile....I'd say your way over budget for your low-poly. Spend some time looking at a few dragon models on sketchfab, p3d, and look at how others tackled their low poly and then apply that knowledge to your own model. Be sure turn on wireframe on shaded on those sites to see the detail they achieved with their texture in contrast to the amount of poly's needed for the lowpoly mesh.
1.) Duplicate your subtool(s).
2.) On the duplicated sub-tool, zremesh it to a lower poly count. Use guides if necessary.
(Continue so, until the shape can no longer be held.)
3.) GOZ, or export your zremeshed subtool to your 3d package.
4.) Use the retopo tools to further decimate, or add geometry as you see fit to your character.
This should speed up your process significantly for what you're working to accomplish.
Hey, here's my solution as I did on the head:poly121:
Try at retopology phase fewer polygons , focuses on the importance of the curve ....
it is always better for me to have fewer polygons and then add when it is needed than vice versa.
Ideally you should only have geo where your trying to retain a silhouette or need poly's for low poly deformation (animation). So depending on our target platform and the character in question you might be fine as is (although a bit on the heavy side), or if mobile....I'd say your way over budget for your low-poly. Spend some time looking at a few dragon models on sketchfab, p3d, and look at how others tackled their low poly and then apply that knowledge to your own model. Be sure turn on wireframe on shaded on those sites to see the detail they achieved with their texture in contrast to the amount of poly's needed for the lowpoly mesh.
good luck.
Most of the models on Sketchfab using Tris for wireframe :poly117:.
+1 on the amount of edge loops on the head is too high
.
Also look out for stretching. Especially on the neck you could actually add a few loops on the long axis to prevent bad deformation.
4.) Use the retopo tools to further decimate, or add geometry as you see fit to your character.
This should speed up your process significantly for what you're working to accomplish.
My experience is that this workflow usually takes longer and ends up messier than just doing the retopo from scratch. At least for "normal" body topology. I see the benefit for complex, non-deforming elements, though.
Also, whatever works best for you is fine. This is just my own experience.
sorry im only posting up now but thanks for all of use are help i got him finished little bit of hand painted textures but low poly turned out okay just have to keep practising
Replies
Ideally you should only have geo where your trying to retain a silhouette or need poly's for low poly deformation (animation). So depending on our target platform and the character in question you might be fine as is (although a bit on the heavy side), or if mobile....I'd say your way over budget for your low-poly. Spend some time looking at a few dragon models on sketchfab, p3d, and look at how others tackled their low poly and then apply that knowledge to your own model. Be sure turn on wireframe on shaded on those sites to see the detail they achieved with their texture in contrast to the amount of poly's needed for the lowpoly mesh.
good luck.
1.) Duplicate your subtool(s).
2.) On the duplicated sub-tool, zremesh it to a lower poly count. Use guides if necessary.
(Continue so, until the shape can no longer be held.)
3.) GOZ, or export your zremeshed subtool to your 3d package.
4.) Use the retopo tools to further decimate, or add geometry as you see fit to your character.
This should speed up your process significantly for what you're working to accomplish.
Try at retopology phase fewer polygons , focuses on the importance of the curve ....
it is always better for me to have fewer polygons and then add when it is needed than vice versa.
Most of the models on Sketchfab using Tris for wireframe :poly117:.
.
Also look out for stretching. Especially on the neck you could actually add a few loops on the long axis to prevent bad deformation.
My experience is that this workflow usually takes longer and ends up messier than just doing the retopo from scratch. At least for "normal" body topology. I see the benefit for complex, non-deforming elements, though.
Also, whatever works best for you is fine. This is just my own experience.