I disagree on using more polies - if you are really bent on working for DS/iPhone games you're off fine with lowpoly stuff. In fact I'd say work lower poly - especially on the characters. If you're aiming for low spec stuff, this thread and the lowpoly thread are interesting for you. But mostly - you'll need to improve the…
Dude, it looks friggin rad. Couple questions on your workflow: EDIT glanced through the first page, you already answered my questions /EDIT I do have another question though-- how in the hell do you get that much detail out of a 5mil poly sculpt?! My current project is at 7.5million polygons at highest rez and I still get…
If you download the ZBRUSH practical guide it has a section on baking normal maps. You can get this from the ZBRUSH central forum I dont get what your saying about the low-poly model being uv-mapped, but the high-poly isn't though? If you're baking your normal map in ZBRUSH then you will be baking it onto your lowest…
I'm not sure on the technicalities but they proxy animate and transfer the data across, Ie they use a system of weighting on a rig that matches closely/if not exact to the high-poly rig and animate through that. Not to offend but bumping next time on your older thread would be easier, albeit googling and searching for the…
Aaaand another lunchbreak in... I went directly for the eyes this time... and then moved around the face fixing proportions and lines. Put a bit of Anotonio Banderas in too... since someone here commented the guy in the art was spanish looking. And Antonio also has the somewhat angular face that fits and got a lot less…
Gwot said it all :P Also another thing. There are other advantages when subdividing with creases or similar. Subdiv level 1 or 2 on such a mesh, when converted back to raw polygons, is a fantastic base to carve simple extra details using extremely simple extrudes, bevels and such. Instead of trying to hold details in the…
Your topology is pretty unconventional. There are a number of problems areas at the joints. Take a look at some "professional" wireframes to see what they're doing, and take a few minutes to throw together a quick rig and see how your mesh holds up. I think under the shoulder and between the legs will be particularly…
TBH, you should try your best to get this one down to under 200 polygons MAX and even try a 64x64 res texture, if not lower. The DS doesn't have the resolution your screen has, remember that (256x192). Now this shot is at DS res, and I'll be honest even the mech on it at scale I feel is way to big for the screen... But…
Hm. So you've have the grass on top, with floating path geometry (red). You'd have grass->dirt texture on the side (yellow). And you'd have Path_End texture on the light blue? The only problem I can see with that is the path would have to end on a specific polygon (the path end on the left is different to the one on the…
All my meshes I made in 3dsmax and imported to Mudbox, but there are certain details that would add to many polygons to include in the low poly mesh I am importing. Although not a great example (as you probably wouldn't need to sculpt an object like this) imagine adding the panelling details on this door:…