Now I've got one less excuse to work on my higher poly character modeling. I've added this tutorial to my Model Resources link page under a new heading.
I don't know if that's what people call a workflow but I just model the highpoly and then make a lowpoly around it that has roughly half of its surface inside and half outside the highpoly (all outside or all inside would distort the volume too much I think). Split according to texture sheets and if you foresee rendering…
Yay, thanks for taking the time, man! And you're using Blender! Double plus good! You wouldn't happen to have a tut on Hi-Lo poly workflow in Blender? Or know where I could find one?
I'll give that a try in a few weeks (which should be a good test for idiot-proofing). Maybe numbering your steps would help arrange the information, or make section headings. Mega props for returning what you learned back to the community.
You can adjust edge weights with shift-E and dragging away or towards the transformation center. The biggest possible value is 1. Displacement maps aren't optimal, modelling details allows you to shape the meshflow accordingly, displacing the subdivided model forces you to work with the polies that are there which means…
I'm just getting started in blender, but my approach is to abuse the Catmull-Clark subsurfs. First I get my low-poly model as I like it, then I subsurf the whole damn thing. Then I go through and set the subsurf creases (select edge, crease subsurf, type in a big number) to make the subsurfed-model look good. Then I use…
hi, :poly124: Displacement maps aren't optimal, modelling details allows you to shape the meshflow accordingly, displacing the subdivided model forces you to work with the polies that are there which means you need a higher resolution which means too many polies that slow down the normalmap renderer. Never mind that you…
Okay, I've added subheaders and a paragraph on glowmaps. Should I assume some familiarity with the console (e.g. that pageup/down scrolls and that tab autocompletes)?