So this is where the subdivision modeling comes in. Sometimes we call the 'mid poly' what we are first blocking out. You basically model the shape that you want, you add control loops (i think in blender it's called something different) you duplicate and smooth it, and that can serve as your high poly. Then you remove the…
I use ZBrush's Decimation Master often when I need to reduce the polygons of a mesh. I would like to leave this topic open for possible workflows and their efficiencies.
@bkost Hey apologies for not seeing your response earlier! I really enjoy the HairTG tool, I had no Substance designer experience and I felt like it was fairly easy to mess around with, the hair tile generator requires a little more effort but it's not too bad. The tool makes it pretty simple to mess around with all of the…
A little update... damn I am too slow, gotta push myself much harder.. Hmm... I see everybody else also seems to a bit lag in update too, keep pushing guys! @Zeozen o.. yea, I think characters usually will looks much better with hair. But I try to create a nice shape underneath all those hairs because I think a good base…
Hey man, looks like you have been thinking a lot on what we were talking about earlier. Here are my programs: 3ds max 2011 Mudbox 2011 Body paint 3d via cinema 4d Unfold 3d magic version 6 Photoshop cs4 3d coat xnormal Max Retopo Plugin Zbrush 3.5r3 (rarely) 1. BASE Mesh: I use a similar workflow, although, I have been…