whats your workflow for doing this?. Its driviing me a bit nuts.
I figured sculpting straight from the low poly in zbrush would be pretty easy, but I want a sharp collar, not a kludgey mess:)
my other method is to model the bloody thing , then subdivide, but the collar comes out too angular and needs a lot of smoothing off to make it look right.
suppose the last way is to take the low poly mesh in to zbrush and then use an alpha map as a displacement
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Then if it looks too sharp and angular, remove some polys from the control mesh until it's more organic. If it's too blobby, cut/divide some more detail in to sharpen it out.
so you would favour having the flaps as seperate from the main body, though attached at the neck , like in real life?
I am asking from the point of view that sometimes you are asked to work from a base mesh that cannot be altered, so you have limited choices
here is my current effort. works ok and perhaps just posting led me me to quickly improve it.
damn that always happens, as if the very act of posting a request somehow galvanizes me to solve it.
But preferably I would like not to have to skew the mesh flow of the chest to fit in to the collar topology, so i might give MoP's suggestion
a try also
People like that should be shot.