The next thing to do is decimate my mesh and move it into polygonal software like Max or Maya. I'm going to decimate and move into Maya initially to start building the accessories. Here I have moved the mesh into Maya ready to start building.
@Slave_zero: The tread is a little detailed, I wasn't too concerned with polygon count. Depending on what type of tread you make there some tricks you can do to reduce it. you can message me offline if you want the lowdown.
Thank you, but how do I make it to where when I right click I can select faces and edges? **[Edit]** How do I click "Polygon Transparency Sorting"? It won't let me activate it. (It's light grey)
The problem is, im running a gtx 580 3gb. and as soon as i hit 10 000 polygons my whole system slows down. I mean really really really Slow down, i basically get 5 fps :S
Here is a dragon bust I recently finished. Was just more practice inside of Zbrush as I have been away from it for a while while working on lower polygon stuff at work. Sculpt, paint and render all done inside of Zbrush.
I can't see the unlimited polygon count making a great deal of difference - a low poly model with a decent normal map will look much the same as a high res one. The textures and lighting are going to be what really seperate the entries here.
I am now creating the low-poly geometry. There has got to be a better technique than this for retopologising hard-surface objects. The relatively high edge-loop density is to help DX11's RT-Tessellation maintain equal polygon distribution.
Not sure how if there's a simple way to do it in Maya, but if you have Zbrush you could whip something up quite fast with dynamesh and some reprojection probably. I never really found a simple way to delete occluded polygons in Maya...
Hey! Lovely work here... I'm a huge fan of chibi characters. You are doing a great work here, I just think you could use more polygons on the face. But keep going I'm looking foward to see it finished :)
This problem was in check mark Reflective in parameters mib_amb_occlusion. Оn smooth the model can be seen the dark lines if turn on Reflective. I think, that with this parameter the model looks better, but I was wrong. But, there is black lines at the edges of polygons to render them not visible.