You have simplified the design decently, but if you want to optimize more you could make the outer parts geometry with depth, and the designs in the middle, just flat polygons. Also if you are going to use this stuff in the multi tier design, texture with alpha would be good for those.
Sorry for the intrusion, I'd like to know this: if your texture artists use ZBrush for texturing, I suppose the assets have a good polygon density in order to be well painted, right? Are you modeling assets with that in mind? Or texturing artists will divide meshes according their needs? Thanks in advance
I use selection sets, but they're functionally identical to polygon tags really. The only reason I don't use materials is I (usually) have colour id materials already added, which themselves are useful for selection, so I tend to leave them alone.
The basic forms are looking good. The front legs don't connect very well to the pelvic region. I can see the distribution of polygons in the chest area doesn't match the legs. You'll probably want to correct that before you push too far into the details. Hope this helps!
Low poly and bakes done! now to mess with them particles! I decided against the lil' fabric on the back, while i still had the polygons and the uv space to work it in, i realized that after the particle effects are in place, the fabric would most likley just be in the way.
Greetings @emekozben, incredible work here! I am really curious to how you have made the Landscape and Terrain! In some of your images we can see the triangles and polygons, which adds so much more to the scene. How did you achieve this effect?
I knew that ToolBag2 had to be able to produce the illusion I was looking for, that I was getting in-engine and in-game. So I applied a function in Maya that I had recently learned about -- mirror polygon (not duplicate-special). It somehow got the NORM map to display properly ... maaaagiiic.
If you want that poncho to move up with the arms its gonna need a lot more polygons. I would do some research on how people have built stuff likes bat wings and see how the topology looks there. you need to think of it as a Hand fan.
It really should have more than two branches; I'd go with at least 3, but 5 or 7 would probably be better. Unless the root system is exposed (think mangroves), you can chop the roots off at ground level, saving you at least 100 polygons.
1. traditional polygon modelling 2. sculpting 3. retoplogy 4. baking 5. PBR texturing 6. modern realtime rendering, post, etc. 7. do it all again, and again, and again until your work is super tight and optimal, and of course very pretty.