Solid. What's your workflow? Do you create the lowpolies from scratch? Hm? Or perhaps from some mid model used to create both versions? hmm? Exited to see some textures sex em up further mate
Is this in the reverse? Create a lowpoly, then use this: http://area.autodesk.com/gdc2011/sculpting?KeepThis=true&TB_iframe=true&height=520&width=840 To create the highpoly base and then create a normal map from this? Interesting or at least this is how this tool can be used, maybe.
Thanks @Evren01 for showing the breakdown, much appreciated! Yes now I see the issues regarding those sharp lowpoly points, I will give more polygon density to the crumpled areas and see if that can do the trick :) Thanks again for the feedback!
Hey, thanks so much! Really appreciate the feedback. Yeah I can get messy with the lowpoly. I think I might focus too much on polycount budgets. But thanks again ,I will absolutely put your feedback to work!
Got my lowpoly down, 3k in total. I still feel like that's a lot, but it's been good learning to go from high poly to low poly. I wanted a second opinion on the chain before I start the low poly on it.
I love them! I'm curious how the topology looks for the lowpoly meshes. I'm also curious about how much of the details you modelled into the highpoly and what parts you just did in substance. Looking forward to more! :smile:
If you're going for full lowpoly, then it doesn't really matter, does it ? Just do an a-pose with bent elbows while you work, then pose afterward. The pockets could be just hand overlapping the pants... Or you could make pants with actual pockets.
At this moment your portfolio lacks any strong works. Start with something simple, make good highpoly, lowpoly, uv and texture it. You don't need to show all your works. Sometimes even one is fine, but it should look professional.
Sweeet ! Thanks much @tda @"jacob thomas" I haven't had a chance to work on her hair yet. But I definitely started on her face. I placed down a placeholder for the eyebrows, and adjusted the lowpoly. I definitely like the improvement.
This is the highpoly sculpt right? When you make the lowpoly, there will be some crevices between the major forms... you can put the uv seams in the hollows, along natural seams. That way when the texture LODs (mips) in the distance, the seams will be less noticeable.