I would like to ask you people a hard to answer question. How is your pipeline when modeling a highend game character? I think that commonly, you first do a high density model then a low poly and then work all the maps (normal, specular, diffuse...) For example: 1st You model the standard overall shape (3d Package) 2nd…
Here's my process: Silo (2 beta): -block out the organic forms, add cuts to define the shape. -sculpt out the form. -sub-d model the mechanical parts. -Retop over the hipoly stuff, pull faces from the hipoly mesh's base to speed up the process. Blender (2.43 RC) -import the lowpoly and unwrap -import the hipoly for 3dpaint…