Ya I imported each of the pieces of the highpoly back in and on separate layers. The model itself is lined up fine. Some pieces of the highpoly stick through the lowpoly but they are in a the same space.
ror are you able to say how long you guys are spending per character, on the production aspect. is it taking a month to do the highpoly/lowpoly/texturing for the average humanoid character?
This is the scene with Lowpoly preview,Of course I will also add some elements in succession,Btw Thank you very much renderhjs suggestion,I won't ignore mountain and ground.
use a cage instead of averaged ray distance, and more geometry, those spikes are way more than just surface detials, they really should have there own geo in the Lowpoly
Yeah, most car games is pooling a lot of poly count into the cars, since the environment need only lowpoly, because you are speeding by anyway and don't see things in details.
i think you should give polycount suggestions and a dummy file for content creation and later accept polycounter submissions for racetrack styles i like doing lowpoly stuff
What do you mean "the colours look wrong" ? The important thing is what that normal-map looks like when applied to the lowpoly ... and you didn't show any screenshots of that.
You shouldn't use any of these in a game engine. You should use them only on your highpoly models that you use to bake normalmaps to your lowpoly meshes later.
How does your geometry look like? The model looks really lowpoly and it looks like there are some ngons in that area that produce weird shading because the area is not completly flat.
Very nice detailed model, in my favourite metallic material render. Tons of interesting shapes is make good for my eye. I hope i see this in lowpoly and textured.