I'd snag a copy of Mudbox, where you can directly bake the high poly onto the low-poly mesh within the program - it can handle way higher polycounts than 3DS Max. Otherwise, I've run into the same problems with Max and I have no clue how to help you.
The whole company swapped it's 2 dev teams on the floors they were on this past week, so you might see some more mythic polycounters post. I know Mojo had 3 different cubes during the last week. My new office pictured below, and the home setup as well.
Thank you Gera, I plan on spending this summer learning UDK and Unity. Unity is easier to get into but I know UDK has stronger tools overall. And yeah, I need to put my polycounts up as well as textures. It's just tedious to go through everything, but it must be done lol.
when people talk about polycounts, just assume they're speaking of the tri-count. thats what matters. I'm surprised the base mesh is that low... looks like the hands alone eat up a thousand. I'd definitely separate the forms... those butt-flaps don't need to be attached, for instance.
Hey welcome aboard. Glad to see new faces around. I know since coming to polycount my work has become a lot better and thats because of all the awesome crits and feedback i have received here. Good luck with everything and I look forward to your pimps.
I wonder if Yiynova would send me, or another polycounter one to test and review, as i already own a cintiq i have no need or intention of buying this new tablet, but it could help their business if it really is better, and i wouldn't have any qualms about saying so if it were true.
I haven't posted on polycount often since I signed up (despite the fact that I check it everyday) but I just had to say that this stuff really inspired me, it's some really cool work. I'd love to see another flythrough video with all the updated assets and effects in place.
on a creature like this its not uncommon to have a rendermesh with 1mio poly... and a second mesh for animation... the anim mesh is around 200k... or even lower... the 1mio poly mesh is the one that gets rendered with the displacement on top... the polycount of the highress mesh in zbrush doesnt matter... go as high as…
Both of those examples are ok and used often in production. What you learned in Uni was most likely outdated, which is actually very common. I'd recommend diving into the polycount wiki and looking more up to date tutorials, or if possible looking at wireframes of actual game assets used in published games.
This was posted on polycount a couple years ago the RGB map near the end that just has R and G channel, I think is the flow map for her hair. We have a similar set up at my job, though its for realistic looking hair. normal, spec, flow, ao, albedo.