More like.. http://i29.tinypic.com/2h804z8.jpg No, but in all seriousness, thats quite a good likeness with so little polygons. I'd say you are well and truly on the right track :D
Thanks! I'm still a little worried about it's optimization, thinking on a little hand work to reduce the amount of loose polygon islands. Like doing a second layer using the same basemesh, but inflated, with a some alphas.
Well, that's good tip, but I'm a bit worried about the parts where I need smooth surfaces with shading problems. I could just add more polygons to those parts, that could work too.
hey @FinnIsengardt Good job though on the helmet! Potentially if someone always wears it, you can delete the inner polygons, it is worthless geometry there...! Also, spending a little more geometry on circular areas is always welcome...!
I hate to just be another guy gobbing at something, but frankly these are just perfect! If I can ask, how are you laying out your low polygon topology to get such clean bakes? Boggles the mind!
I had no idea Houdini could be used in this way... I love that last one. Some of the others look cool but aren't particularly convincing. Does this output polygonal geometry, or is it some kind of voxel thing?
Nice work!, really diging the amount of detail in the texture and how violent the character looks. Texture flats would be nice:poly142:. ps: maybe I'm wrong but the polygon count up top isn't triangles right?
so basically the industry has been handling the same amount of polygons in a scene for a few years now, but with new technology like this, and the stuff in the new id tech, textures will have basically no limit in detail. Interesting.
Are you asking how to bevel an edge? If so, its Edit Mesh > Bevel. Unless you meant about actually softening edges, in which case its Normals > Soften edge (all in the 'Polygons' menu.)
The base mesh is looking good so far. :) Don't be afraid to subdivide it/add more polygons for the extra smoothing. Are you going to take this into ZBrush (or any other sculpting program) to add the high-frequency detail?