For this technique, the final low is exactly as shown in the video (hard edges driven by the design), and the final UVs have inner split spacing in all the corresponding places. The increase in verts (geo or UVs) compared to a smooth model and/or compared to continuous UVs has never been an issue in any engine. This is a…
Listen Humans! Here i want to show you my work for fun... I start do it because i like this crazy guy and he robat :P Gir. I think i will start Gir's model some later, if i have time. But for now i want doing Zim. That was: [ QUOTE ] Now he is 822 tris I do diffuse, normal, spec. [/ QUOTE ] That became: [ QUOTE ] pre-final…