It's just a manual retopology on top of your high poly. To get the even distribution of quads just means that in the case of Blender you just grab a bunch of polygons on your low poly retopo, smooth them, and snap them back to the surface with the face snapping. With the combination of shrinkwrap modifier, uniformity of…
I've been thinking about something like this too, about smooth grass/terrain blending. And one of my thoughts was that maybe a giant normalmap (worldspace, not tangent) could work. That way you could set every grass tuft to be perpendicular to the polygon it's planted on. It would look weird at steep angles, but it might…
Thank you! I really appreciate your pointers. Now, I have a good baseline going forward into new projects. For the crack, I started by trying the cut, but it turned out that my weights were slightly off, so two of the verts were tweaking that polygon. After touching it up, she looks good now :D .
Yeah, that's about right. Though sometimes I do some erasing of construction lines, and other times I just have a gesture underneath that I draw over. But they also look clean because the color layer underneath was put in from the polygon lasso tool, so I don't get fuzzy edges from the character's shape.
Nothing really rocket science, I think in the real model from naughty dog they actually had it modeled in the low resolution (you can see if in the screenshot from her face). On mine I just pushed the polygones in with the dam standard (or a similar brush) until the other shirt under it start showing. Tadaaa. And i'm glad…
Good start, I always enjoy seeing different takes one Link. I have to agree with Marshal the arms do look a bit long. Also the face seems to have a sad expression on him in the eye area, it's nothing big just something I noticed. Also for the hair ware you going to do alphas or polygon chunks?
Blender had an integrated Xnormal add on? Mother of~ ... Well today just started awesome! Also it supports smoothing groups, you can go manual and assign them yourself by selecting polygons and selecting smooth (or flat respectively), or making them all smooth and using a edge split modifier. *Edit: Damn ninjaed before I…
Short answer. It's a nice and quick way to make real time reflections of the world around an object. Not unlike how normal mapping works to quickly create the effect of higher polygon model. Here's a nice blog post about the subject that explains the concept.…
well i still do have a lot of polygons left to use, i'm at 2000- in a 3000 limit. I can still go in and make those changes. The penis will be in one of those removable patches on the characters body, when you swap it out for a loin cloth or pants or whatever. so, the poly count will pretty much be the same whether its…
McCain in 08? probably, I was rooting for him and the whole "McCain is crazy because he was a POW" campaign left a bad taste in my mouth. I'd have to study the facts though, I didn't vote in 2000 and didn't follow the agendas too closely. won't it be nice to get back to talking about polygons and framerates again? +YSG+