First test for the hair cards will work on them some more then need to finalise the textures for model, planning to put some more skin detail into my highpoly and bake down the normal maps again as it seems a bit flat.
Starting to take form. A bit time consuming, this method, but at the end I have a highpoly file that I can go back to if need be and make adjustments. I plan to bounce off this to make other variants that are destroyed versions.
ronaldparrott - Thank you Ronald, keen to get better at this :) HighPoly of second character (Varus from League of Legends), i want to wait and see if anyone has advice on changes before i start making the low poly
Forget about highpoly modeling and sculpting for a little while, focus on the fundamentals. Defensive attitude only retards your progress. If you feel you know what you are doing then perhaps you are wasting your time here?
i think i mentioned this earlier though. the second option is definitely nice but when it does not work on discontinuous meshes and majority if not all of my retopo work involves creating a lowpoly retopo on multiple highpoly meshes at once.
Looks like the highpoly and lowpoly are both being baked together as targets. Are you using mentalray as your renderer? I don't use mr for bakes, but I recall there being a need to manually hide the lowpoly faces. That could be it.
Ok So I fixed this model to make it more biologicaly correct rather accurate to pictures. And I made retopo as you wanted. So what now?. Project highpoly into it and sculpt more? Or use it to make textures already?
Nope, everything is unwrapped, 100% sure. I've already solved the problem. Those artifacts appeared because my lowpoly was too far away from highpoly at that places. I just squeezed it closer and the black shading disappeared)
This is a common problem with MR rendering AO maps I get, the solution used is to put a push modifier on your lowpoly and shrink it so that the lowpoly is just barely inside the highpoly. This is only for your AO, not normal maps, etc.
I know what to do! Seriously. It's not about how many polygons you use, it's how you use them. This here is much better looking and never had any highpoly done. Just lowpoly and a diffuse map.