Or you always have the easy and clean way, 30 seconds from start to finish : The only problem with this method is that things can become relatively polygon heavy. (not really an issue IMO)
hey guys. abit of a noob question but when ever i use this in 3ds max all my characters polygons look backwards. am i missing a tick box to change this?
Looks really cool! Nice clean models. I like where this is going. My only conscern is the roof. It is kinda flat. You might want to spend some more polygons.
Is your highpoly subtool made out of individual cubes polygon islands? If so, perhaps try dynameshing it first so that it becomes one single merged element before trying to project.
A quicker method might be to isolate those individual polygons that are causing problems, invert your selection (so they are hidden) then do Tool > Geometry > Modify Topology > Del Hidden, then Close Holes.
Lol, my bad. Im thinking about extruding the polygons around that area and then subdeviding and sculpting. That way I still get the illusion that there is mass there but I also get the sculpted details...
If you are planning to use this for your portfolio I'd set a maximum of 300.000 polygons. And when you're done, derez it to as low as you can go without loosing too much detail.
You need more polygons, the reason the the right most reference image has a bit better shading than yours is because there's extra splits and normals where those meshes intersect.