Yeah, it's up to personal preference. Both methods are valid. Personally, I like to create the meshes first, since that allows me to create matching highpolies and bake it all down.
wow, for a sec there I though your render was the concept art, thats a really sweet render! thats a highpoly render right? are you gonna make a game rez version?
I feel like that last category should be Sorcerer Supreme. Or maybe all ice cream flavors. "How are you at highpoly hard surface?" "Eh...'bout sherbet level."
Looks more like nDo/crazybump/etc details, and I believe I read something that said Blizzard did not make highpolys for most units (not counting the in game cinematics).
can post wires later tonight when i get of work. yeah, its all modo, cant really remember the polycount, doent really matter for the highpoly anyways=)
Hey Havoc!!! nice to see you posting stuff on polycount, the bake came out nice and i love that chunky highpoly. cant wait to see how this comes along :)
You've got an interesting look on the sketch with strong simple shapes, and you're throwing that away in the sculpt. For instance the sharkfin things on the gloves, are very much like chewing gum in the highpoly.
BTW dfacto, I don't want to prevent you working on that model only because I plan to give it some highpoly love... keep it up ^^ training it the way of the samurai !!
Regarding xnormal, I tried that recently. It turns out to be all flat grey though. Anybody got an idea why? I bake the highpoly to the lowpoly with a cage. Are floaters a problem?
Nice Creature. I like the extreme muscles, but the Meshflow is not perfect. Also some details like the tail or hair are to low in relation to the chest or ears. The ears are extreme highpoly, for what?