Hey Eric! Thanks for the feedback! I like the idea of doing two toes, definetly a lot more fitting with his original design. And I went ahead and gave him more jaw like sugestted too, think it was a good call. Here's my sculpt update:
People tends to confuse tiling textures with modular modeling. You can slap tiling textures on a uniquely modeled mesh.The uvs can be stacked and go out of 0-1 space. But as Eric said, there is a good amount of moularity possible on your reference and end result too.
@Eric Chadwick I did not think that, that was not my intention if it accidentally came across that way. I will no longer put "ATTN" in the future on topics, so I apologize for that. I never meant any ill intentions or anything. Everyone deserves an equal amount of exposure on the questions they ask.
proOptimizer will take vertex selections as a guide - I can't remember how graduated the effect is though. zbrush can decimate based on a mask Eric's suggestions will likely work well if you layer a few selections and tesselate modifiers Houdini is probably your best bet though
Thanks for the info. I assume clip == cutout. I don't remember if baking cutout works in max, will check it. I would need alpha transparency tho because i want gradients. A separate pass won't work. Yeah Eric, i already use a flattened mesh.
As Eric said, you need to hire someone. Also, two weeks before release is not the time to be optimizing. Making any changes to the game 2 weeks before release is extremely risky and always creates bugs. All of the optimizations that need to be made must be tested on device and regressed.
Hey Eric, thanks for the reply. I ended up asking for the blender file so I could export to FBX which gave slightly better results. The model was for a client who needed it UV mapped so he could texture it; not sure on what the end-purpose was.
I think you've mis-understood me Eric, glaive mentions recreating the props because he didn't have adequate space in the UVs for padding. The method I mentioned is a trick to scale all the UV shells at once to allow room for padding. It's not a method to use for padding!
Thanks Eric, that DX grabber thing is pretty awesome. I'm guessing I'm late to the party on that one but it should come in very handy. There's been a lot of moments playing a game when I've thought 'I'd love to see how that was made/textured'. Right, back to work!
If you're using UE4 you can do what Eric suggested by simply selecting a mesh in the content browser (that you want) and the one in the level(that you want to replace), clicking the arrow under Static Mesh in the details panel, and swapping out any static mesh for another.