Decided to revamp my high poly head workflow, as I just realized I've been modeling heads the same way since I started. I found most of my work with my high poly heads is figuring out where to place the "stars" (where either three or five edges come from a single vert) So this is my new base mesh. 100% quads, and the rings…
Hehe as a matter of fact Sama the 5-sided gons are no problem at all since this is just a basemesh for sculpting! The final ingame mesh will be completely different since retopologized (!) according to the highpoly shapes. I find it faster to just mass out bold shapes for the basemeshes rather than spending time to make…
Thanks very much Japhir, I was finding it hard to start on a level design for my uni assignmnent and even though this isnt getting marked it kind of gives me the feel of the game from just thinking about the character. For example I wasent too sure if the game would be gundgy looking, clean etc but from this im pretty…