Remesh it in something, take the result into Mudbox as well as your bad mesh, and use Mesh->Transfer Details in Mudbox to get something good to sculpt on.
I have been trying to bake a normal map from my high poly model onto my low poly model using xNormal but when I do it all I get is a bad normal map. Can anyone point me in the right direction for a good tutorial or video? Thank you
I have been trying to bake a normal map from my high poly model onto my low poly model using xNormal but when I do it all I get is a bad normal map. Can anyone point me in the right direction for a good tutorial or video? If needed I can post screenshots or a video of my work Thank you
just something I've noticed, tone down and smooth out the shading on the neck, it looks like he had a pretty bad accident with a cut-throat razor. Rest is looking great though! keep it up!
Work update: Available for remote contract/job for character art Jimmy McGill/Saul Goodman from Better Call Saul/Breaking Bad. Just made this sculpt for a face study. Link to post: https://www.artstation.com/artwork/X19OR0
This is pretty cool. They still look a lil' fuzzy but it's a step in the right direction. Too bad you can't just send them any model to get a color print. Gaming Steve's video about it and some good pics Figure Prints - The actual company doing the printing
Irrelevant for memory, sure. But build an entire game like that and you're choking the renderer for no reason. Having zero coherency in your mesh data is just bad, your vertex shader is doing more work and your pixel shader suffers equally.