Alright so knowing that this is the reference (and setting aside the term "game-ready") which in this case is only making things confusing, I'll mention the following in addition to the above comment on perceived density : This Viking character works because all the various elements have been very carefully designed ; and…
Thanks for the detailed reply @oglu Glad to hear that this is outdated (in most cases) for realtime-production. So i can go on an merge/split my uvs by a more meaningfull group as i wish. Greetings from the other side from austria :D
I wish I could be there, but for being a student working on my folio for internships it is merely a dream. Just out of interest though, how do you guys afford these entry tickets? Is it your job that is paying? Thanks in advance! And have fun on GDC.
Why don't you hide all but the bricks you need copied, use merge visible, append it and then just move it manually. Zbrush's move tool isn't that inaccurate... Or you could always extract it with all of the settings to 0 to make a copy of that part...
ya dupAlong path, than maybe merge them all to one object and use the same curve as a deformer again to make them bend. edit: my version is outdated actully it alreayd has the feature for bending the duplicated objects now too.
straight ahead is preferable. the animator can point them where they like, once they are rigged. also keeping them as separate meshes is very helpfull. that makes it very simple to get the pivots and it only takes a second to merge them into the mesh if its needed.
For models like this i usally merge all the needed geometries for the enveloping process or use a simple basemesh. After that the weights get transfered with gator to the real mesh. The viewport looks like 3dsmax so you can use the skinwrap to transfer the weights.
Currently there is no merging feature in Substance Painter, if you have Substance Designer check out this video: https://www.youtube.com/watch?v=HMP2xpGHimY Could you perhaps post your diffuse map here? You could be accidentally baking in the models diffusion.
So i decided to work more on this one. I will polish the body more but i am not sure if i should merge it with the head. I hate going into dynamesh and then having to zremesh again . I am also thinking of going with fibermesh for the hair.
loooks coool) u dont think aboute using three "initnial" color styles? RGB red, green, and mythic blue color? aboute bird)^ I think better to use a different color to the bird is not merged with foliage. but this is purely my opinion.