Perhaps this could be done by transferring the highest subd over without layers, then letting the software recreate the lower levels and by getting the layer data across separately via baked displacement maps and applying them each on a fresh layer in the target software?
Triangles are totally ok on a lowpoly mesh. Try the target weld tool if there is. I'm not a maya user, so I don't really know. When I searched about it, I found that there isn't. But some other results was saying that there is. Try to search it :)
Getting furthur in. Still loads of work, have been learning a new (for me) non destructive workflow in Z-B, using a combination of layers and morph targets. Lower jaw still needs some work, as do the eyes and temple area.
*UPDATE* I just finished working on my targeting system, you can now lock on your enemies and toggle between them. Next thing on my list, dodging and wall running. As always I'll keep you updated. :smile:
a quick google found me this image which has the specs written on it. Really it just depends on your game and which devices you are targeting, the latest devices can handle much higher poly characters than this and still run smooth.
Thank you. I'd personally prefer to work on games as an environment or prop modeler but being an entry level artist I'm open to anything. As of now I have a lot of dream studios but I'm not really targeting any specific studio as of now.
lol, no it's not. it's the base mesh i made for Conquest (indie project). we're going to have some form of character customisation, which means we need all of the head/body meshes to be the same, and switch between morph targets and textures on demand.
Do you have weightmaps and skeleton in your mesh ? In that case, UV operations can be slow if you dont disable Hot scrubbing and Enable deformers in other windows. Also, morph targets can slow it down + what polycount mesh is ?
The failed login notifcation is legit- At least I have had them in the past when I forgot my password. I feel a little better if other people are seeing this than someone going out of their way to try and target me.
what are you currently using as a shader, and do you got a target game engine, when you start working on your shader i may be a good idea to move it into UDK or Toolbag soon, or atleast start using the Xoliulshader in maya.