Labyrinth> Great to hear that you are still working on this! I imported my students Lowpoly assignments and showed them on the DS. There's a nice wow factor to actually having your own art spinning on a real console ;) Keep it up, thanks!
Thanks Xoliul. I have smoothed this part like you said. The LowPoly is chamfered, and the HighPoly has no Support Edge anymore. Screenshots soon. I think i will start to model a Aimpoint. Maybe this, but the shape looks a bit killer ^^
no need to remodel just apply smoothinggroups to your lowpoly HOWEVER this workflow isn't best for everything, but in case of sculpting meshes i prefer it over classical subdivision with controledges as those have uneven mesh distribution which sucks for sculpting.
Weird as, the images from my previous post aren't showing... Well here they are again: Now for my new update, the lowpoly mesh is at 16k tris at the moment but will rise a bit when I add a few more layers of hair.
Here is an update. I made the lowpoly, it has currently 6806 tris but the body is complete and it count the hidden body part, I want to make his body too. So here are the pictures. And a gif turnaround. Every crits are welcome.
I made the lowpoly for the magnus weapon and will hopefully be done by the early hours of the morning... I also did a quick test in mudbox to see if it would work to just start off with a projection map and then work from here, and it seems to be fine:
Frankie: say joke Trens: iterates on joke joke isn't funny, frankie sad, trens tries fix joke joke backfire Frankie had nothing to do with joke Trens is bad person There needs to be more lowpoli stuff.
Are you going to model every link in the lowpoly, or do something like alpha them? I think you should have enough tris to model it, but those sort of things tend to eat up more than you think.
Will do! I realized it myself halfway through the process of setting up the images. It worked fine for the sculpt and WF images but when I came to the textured lowpoly image It didn't work quite as well. Was just too lazy to redo it.
Instead of using turbosmooth, use meshsmooth (a modifier) stacked onto your lowpoly/highpolybase. Because you can just turn on and off the meshsmooth modifier to see how it looks, this keeps the model simple, while making the highpoly sexy.