Tvidotto: Looks like you've modelled every tooth; you should do what Valve did with the Spirit Bear and just model the two big teeth and make the others a plan with an alpha or one mesh with little details. You can save a whole lot of polygons there.
It's the tri's. So yeah, you need to drop another 300ish. A polygon is simply a face, if you consider that most faces will be made up of 4 vertices, each one of those is 2 tris. IF you triangulated your mesh, you would see all 600 odd faces.
This is how I would approach the retopo: Block out the bulk of the feathers using a few polygons like the central plane on the right. Then use alpha to give the plane the illusion of being made up of a lot of smaller polygons. The plane does not have to be vertically flat - leaving it at various angles can give more volume…
@Techbrain: I had that at first, usually it's because your SMD model didn't export correctly. If so, make sure you export it with a standard material applied, and that the polycount is a bit below the limit. for some reason the compiler counts polygons on bones as well as the polygons on the object. can anyone explain…
Having some problems with draging down my LOD0 to LOD1, as I take away polygons of course the normal map is gonna be affected, Im just wondering what is the better solution here, maybe rebake again to LOD1, then again you get really choppy resluts again :( Example of my problem:
currently there is no support for custom particle effects. If the hero supports it (and i believe antimage does) you can create a mesh for the vertex bound fx. You've got to make the object a single polygon, and there will be one emitter per vertex. If it's supported with the hero there will be an upload option for an FX…
Polygonal limits (tris limits) must not be calculated on valve files. When u opening some files they are containing LOD 0. There are some pieces (like Juggs brasers, 200 for 2arms), which could have bigger limits imo. U must think about limits while u designing in most cases.
are you sure this one have 3,5k polis? btw, try to avoid polygons with more then 4 sides --- guys, i listing all the usefull links and videos for the dota 2 workshop production. if you guys have any suggestion please let me know on the thread http://www.polycount.com/forum/showthread.php?t=123800
Whoa, really? I just assumed at first that polycounts given were in triangles but as I started making more stuff I stumbled into the fact that I was able to use x amount of quads so I just assumed that's what they mean by polygons. My sword is 492 triangles and both the LoD1 limit and LoD0 limit is 350.
I dont know if your using it, however Zbrush has cool plugin called Decimation Master. You can reduce amount of polygons in mesh from 2mln to 100-200k without much difference in shape, at least no one will notice it for baking purposes. If you use it already just ignore my post :D