Made some major and minor tweaks in this update. For the head, the biggest change was the hair. I was not too happy with the previous hairstyle I had. The hair did not flow naturally. As for the changes, I added more strips of polygons since this allowed for more flexibility and control. I made some minor tweaks as well. I…
Well, you can paint the eyebrows directly as a texture if they going to be thin and straight (mostly woman eyebrows) but if you want a more realistic result either haircards (first card with one/two hairs and then duplicate it arround the mesh,similar to a beard) or fiber/xgen/anything that makes splines of hair. In my…
It's not only how many polygons are in the level that you want to know - it's how many are on screen at once. In the older days we'd put a corridor between two rooms so that we could have more detail in each room and not have to worry about open doorways where you'd need to draw the contents of the other room. These days…
I just got a bit confused myself: - Are "material id" assigned by sub mesh, uv island, smoothing group or some other mesh property? Can you just pick any polygon and assign them a "material id", but not cause it to become a submesh? - What does it mean to have "multiple materials on the same model"? Does it imply the model…
Hello Everyone, I have a bit of a conundrum with the hand topology of my most recent model. I have squared away everything else about this model but this issue is nagging away at me and I want to make sure its not a problem before I rig this character. Basically I took this hand from another model and placed it onto my…
It might be, but if someone were to make a Grim Fandango-esque game in 2015 using 1998 texture limitations, I think asking them about that would be fairly legitimate. Think of it like this perhaps: if someone were to make a game looking like Doom or Quake, nobody would have a problem with the low amount of polygons; that's…
Well if you're gonna work in zbrush even the A mesh won't work well for you. You want to have an even density of polygons on your mesh, that way you'll have the same amount of detail to work with everywhere. In the case of your A mesh you'll have to add tons of subdivision to add detail to the bottom part (left side) of…
Have you checked, that the basemesh is added into the first socket of your Wrapping node? It is recommended for quick computations, that your basemesh has not more than ~30k polygons since the more polygons your Basemesh has, the longer the computation time is. According to the developer, a 100k basemesh might take up to…
Deathstick: Thank you for the information. I'll up my polycount some more. One of the things I was worried about was that I didn't want to make my objects too many polygons since I'm trying to use the least amount of polygons as possible. One of the areas that I'm still working on is figuring out how many polygons is…
I think in the case of your object, that is correct. However, that is not advice that applies to all situations. For example, if you wish to create one "lowpoly base mesh" for facial animation and wish to use tessellation and displacement to make the same mesh look male or female (and any variety of looks). In those cases,…