They're all separate elements, and retopologized accordingly. Anything that would never be seen can get culled to save on texture space/vert count in engines (an example would be hands with gloves... the hand geometry would be deleted entirely since it isn't seen). Floating elements get their own geometry for better…
hey, thanks for the replies, but I still can't find the answer to what Im looking for, for example, these renders... https://www.artstation.com/artwork/o5RkL this isnt a game ready character, but a render, but my question is still the same and this particular area is the one gray area of my understanding of 3d character…
If you use Marmoset for baking, you can make an "AO dummy", i.e. a highpoly which has no equivalent lowpoly piece. It will be ignored when baking normal maps etc, but included in the AO bake. I'll try to post an example later on when I have more time, if that description makes no sense.
Sorry this took so long. Here's a quick example image. I am making use of baking by name in Marmoset. Each of the clothing elements has a _high and _low component. The skin part only has a _high component. It will only be included in the AO bake (with Marmoset's "ignore groups" option ticked on), and will be ignored in all…
The in game mesh really only needs to define silhouette and support animation - if something doesn't contribute to those it's surplus to requirements. Exactly what's required will depend on your project but it's a good rule of thumb. There are exceptions in the real world - customisable characters are a great example- but…
Generally it gets combined into as few contiguous meshes as possible. So a belt for example would be modeled into the pants with just enough detail to help it hold it's shape. There wouldn't be any hidden faces that belong to the belt A tie, vest and coat would be combined. If it helps, think of your retop geometry as a…
A question about retopology, high poly characters and low poly ones... I have been learning with Topogun to retopograhpy high poly models. all of my stuff is quite simple static objects. I have been looking at models on Artstation of game characters. the models seem to be made up first of a naked human character model,…
That is a really good point. If you have a character with a costume it helps to break the figure down Into what substance painter calls sets. You can use the same strategy with any baking package. The advantage with substance is you can have your separate meshes in one document if they are named correctly. What determines…