Hello , Sorry if I posted this already in the wip thread , but I feel that I need more technical advices and guidance than showing it off in the Wip section ,.... So I hope you won't mind if I post it here instead and I update it here , couse I would really like some technical assistance or guidance to develope my project and not make errors , so to avoid them befoure I go further .....
My goal would be to make a semiprolevel character armour to put ingame Fallout 3 so I started from the head of a new power armor .....
I want to create from scratch making everything from mesh to texturing to normal mapping etc ...
I have made now the low poly Model and here is the result :
but I would like to know how to procede now to make the high poly version , I did one bbut was based on older topology and not sure if is good to take normals from it for the base mesh ....
http://img20.imageshack.us/img20/8972/highresrenderu.jpghttp://img192.imageshack.us/img192/4269/23550378.jpghttp://img192.imageshack.us/img192/5875/70512958.jpg
here the uvmapping
http://img192.imageshack.us/img192/9796/texture1.jpg
and finally also the model in case you want to look closer to what I did
....
http://www.megaupload.com/?d=4UOA5CJB
What you think ? what else needs to be fixed? How to make normals etc?
...
Replies
This is probably not the best choice.
Then make your final low poly, otherwise you'll just be wasting time trying to adjust your high poly to your low poly and vice versa.
- Mockup/Blockout mesh. (if you are going to zbrush it, this could also be your basemeshes)
- High poly
- Low poly