Hi everyone!
I in the process of converting a high rez mesh into a low rez one.
So as i was modeling and baking the normals this is what i had:
So i thought the normals looked a bit flat on the abs so as i decided to give it a little more geometry cause i still had some polys to spare.
I came up with this:
It looks much better with the normals and gives more detail.. i wanted to know though is if this geometry would give me problem while rigginng him? Is it acceptable for animation?
Replies
Also these extra edge loops don't add to the silhouette, so they're pretty much a waste. More verts to weight to bones, more overhead.
Usually the best thing is to create an edge flow that matches the musculature, as this tends to deform really well. Some examples here
http://wiki.polycount.com/CategoryTopology
With regard to your meshes I'd be a lot less annoyed about the first one than the second.
You'd have been better off just adding loops for the sticky-out biits of 6 pack rather than accentuating the sticky-in bits. that'd also give you nice horizontal loops that aid deformation
But now i tried it in the xnormal 3d viewer, and wow... it looks awsome..
But now i am not sure what this means... does it mean that my 3ds max shader isnt that great? or my 3ds max viewport isnt configured properly? or the xnormal 3d viewer isnt reliable? Cause the quality diference is very big
About the shader, there are many different shader methods in Max, some much better than others. Which version of max are you using?
There is an option in DirectX viewport settings to control the texture bitmap size. This is set to a low number by default. You want to check "Match Bitmap Size"
http://download.autodesk.com/us/3dsmax/2012help/files/GUID-4FB6180F-7C21-4B0E-903B-D25974C92FB-3126.htm
Also it looks like your Max shader has no specular map.