Layer 1 and 15 are colored (top is target color, bottom is off a bit) layers 2~14 are that twitchy blue. I'd put a scalar param on the opacity to adjust the additive alpha.
Alright I got a question about optimizing correctly. What would you say would be the proper way to optimize this? Target weld a bunch together making lot's of triangles? or what?
56 - Blatant sleep rape target. If she can sleep through getting stabbed in the face by a needle, she can sleep through getting stabbed in other areas by fleshy bits
This should also be illegal - it's basically unsolicited predatory behaviour, much like those door to door sellers who target the elderly / vulnerable and pressure-sell them shit they never needed.
way better! for your own reference just scale it down to ingame size thats your target, i know its really hard to not get lost in details and visual noise.
Thanks, it was done very simply with a grunge stencil and morph targets. If you want to look into it there's a tutorial from eat3D that gives similar results.(link below) http://eat3d.com/free/zbrush_stone
This is amazing, awesome work man! The guy has so much character. I especially like the facial expressions - how did you end up doing those? Morph targets?
That still seems EXTREMELY egregious IMHO. You need to take that target and probably 1/3 it at, least. That kind of tri count is something that is typically reserved for characters in current gen games.
Creasing won't help as you'll still have rectangular quads on the sides. Simplest way is zremesher. Set a low target and use the new options in R7 to maintain the hard-surface silhouette.