ohh yeah and looking at this again, you are not going to be able to transpose deform the low poly, you don't have correct topology to do such. You would need more edge loops where it would deform. You could deform the high poly though, do your work and then retopo at the end if you really need to deform.
That would require re-UVing unfortunately Eric. That and attempting to Bridge a complete ring many times will angle the edges , so now you have an extra step to remake into rings. Mark, tried the retriangulate. No difference. I did attempt the ribbon/edges/spin edge, but it does the same issue as bridging complete rings,…
Is this going to be animated/blendshapesed/morph or just clean topology for sculpting fine details / low res version for texturing ? What ever the answer there are some weird form and edge loops but if its not going to animated don't concern yourself too much One thing I suggest to change is her jaw angle and underchin…
How optimized are you looking to get? It looks like you could take off a fair few tris from the inner edge of the handle, and there are a few loops on the barrel that are a bit mysterious. Did you have a 2500 tri limit by chance? If your goal was more to test normal mapping, and depict an inorganic shape, you've nailed it…
Switching the compression off does make a huge difference but the size of the texture goes too high. I added some extra loops to my low poly mesh, rebaked the normal map, exported it with dithering enabled and applied hight quality compression in Unity. The result is still not perfect but I think I can live with it.
I want to test how well I can launch particle systems I do VFX and would love an interactive scene where I can display dozens of explosions made in Unity's Shuriken. What features can I expect to allow a user to trigger VFX???.... or should I just author things on a loop?
@jacopoS : thank you. At this point I'm undecided between having those loops proceed into her forehead and die there as triangles (covered by her fringe) or cut them short near the nose tip, since they're pretty much there only to keep the shape of the nostrils. I have other stuff to give my attention to now, though.
So I was thinking about this more and I think I could do it with a "while" statement in a custom node, with static amount of inputs, lets say max 16 tiles on a 4x4 grid but it would have "tiles" input and it would stop whenever the loop reached the amount of needed tiles. I'll come back with the results.
Yep. I have gotten some feedback on the facebook 10k group and they pretty much said the same things. Yes the box loop and UV tile is the game cheaper way. And the way I am currently working on it is expensive, but it looks nicer. I think I am going to go with the 216tri version. Thanks for the feed back.
For the naming, you already get the name from the for loop so you can just do something like cmds.joint(p=piv[0:3], name="%s_joint" % (geo)) (The % is a quick way to concatenate strings in python). Not sure about the skinning. Should have just bumped this one up than make a new thread haha.