The model is DONE ! 8574 triangles according to polygons counter. Here it is without any texture yet. I plan to unwrap everything in one or two days and after that, texture time ! Finally ! I can't wait to see this completely done !
Can you show the wireframe? To be entirely honest I don't think the polycount is too crazy, though for a simple character like this without many bells and whistles, I'd be interested in where that geo is going. More polygons ≠ more quality.
Thanks, and is there a way to only zremesh a part of a single subtool? Say I have an entire human body as one subtool, but I messed up some polygons on the nose, can I set it to only even out the topology of the nose?
With your inverted UVs selected, in the UVW editor go to tools -> Flip Horizontal and then Mirror Horizontal to align em where they were before. To check if this has worked go to Select ->Select Inverted polygons again, repeat the process if necessary
Flatten it, then use Make Polymesh 3D button to create a clone. Or you could just bake something to a texture, apply to a plane, and sculpt on that (might waste a few polygons if you dont want to bother cleaning it up, but it shouldn't matter)).
Ok after a long pause on this model I finally been able to extract the normal maps from a new low poly model that is all quadrified ... Remade the uvs and exported ... Here is final result 3700 polygons more or less...
Going off memory here... UVW Unwrap, open the Editor, Polygon mode, Select menu, Select Inverted Faces. You'll probably want to Break them off before using the Mirror Horizontal tool. Then you'll need to repack.
Update, I've decided I was going to do the firebreathing blade(Name is still WIP, lol) for the Chaos Knight, as it allows a little more polygons and fits very well with what I want to do. Here's a WIP update of the concept!
Great work, especially on the face, if maybe a bit extravagant on the polycount. You should add some seams to the cloth and gear - it would really help define the shapes and sell the materials. And those buttons and bullets have waaay to many polygons.
I am working in a very heavy scene polygon wise at the moment. I know the other shaders are faster in the viewport than the standard mudbox shader. Does anyonebody know which shader is the absolute fastest ? The simple blinn or the litsphere ?