40k polygons on Drake. I think the screenshots look believable to me. :/ I'm not sure why they would photoshop and post bullshots when they're trying to liscence out their engine.
Ok, my problem was my curvature map ( however, I generated it in Substance Designer ) But now,I ve another problem : I can see a polygon in preview :/ why ? :/
You could use fewer sides on that small rod above the muzzle. You don't need that for something so small. That will give you some more polygons to use elsewhere.
I have the sculpting down pretty well, enjoying it a lot, still having trouble getting used to controlling polygon level in dynamesh, and using transform tools with my subtools.
Subd polygonal modelling (hardsurface) - I focused for years on optimising edgeflow and topology design for my hi-res meshes, which is essential when portraying complex mechanical objects.
sketched hair and cape btw.. my target is desktop videogame, so im not sure if i'm gonna use separate polygon hair or one mesh for the whole head and hair..
I think that the Cover is from Metal. The Rest ist Plastic/Glass. I like how much Polygons u spend to the rounder shapes. But your Materials needs work.
Do you sugest for the low poly to use lower res versions of the model or use the plugin to reduce polygons? I doubt I can export the high poly as is now ...