hey one more thing i just noticed, there is a ton of geometry on the little front arms u could probably bring the pcount down by quite a bit by getting rid of some loops in there or merging some verts in certain places. gl -Woog
Woohoo. I am one with the universe! I usually have no reason to argue a point or to make a statement unless i think it has some sort of worth other than to merely express an opinion. That maeks me a happy clam, and a silent one at that
polyboost or max2010 lets you select faces that are facing to the perspective, with ctrl + i you can select the inverse. It ccould be though that you need to do that multiple times with a moving camera and perhaps write some script that merges the inverted selections to a whole.
Easiest way to fix it is by just selecting all the verts around the trouble area, choose detach component and then merge with a very low distance threshold. If you turn on Border Edges under polygon display you should be able to spot the problem areas.
@Krato you are right. You'll end up with a lot more textures but you can, eventually, merge them together in Photoshop, for example. Creating a texture atlas is not as exotic as it sounds though, haha. Here's a YouTube video from Allegorithmic themselves explaining it. https://www.youtube.com/watch?v=Xwv4vPvVju4
You can duplicate your current sculpt, redynamesh (or ZRemesh because Dynamesh at low resolutions tend to merge the fingers) the duplicate, subdivide it a couple of times, then Project the details of your original sculpt. Voila! A mesh that has subdivision levels, plus the details from your hard-worked sculpt! :)
spent the morning to block out some main shapes. For this character i want to try a different pipeline within zbro. I'm going to keep all the main limbs into separate subtools to have a better control on the dynamesh resolution and when i finish i'm going to merge all togheter :)
You can but then you need to go into the second UV channel for the merged mesh and make sure everything is laid out in it's own unique space, within the 0-1 borders. Lightmaps require that every UV island be unique and not be overlapping any others. Otherwise you'll get weird results.
Certainly not. Take your personal feelings elsewhere. I've been baiting no one, merely expressing my horror at the loss of life etc. Two, three posts max. does not indicate bating or 'lol I'm trolling for fun to piss you gaiz off'. All in your head lad.
should this be a retopo for the use in zbrush / mudbox or the lowpoly in-game one? If you want to sculpt on this retopo you should try to build the loops in a way they stay in the areas of high details. Don't carry them around the whole model if possible. If this is just a lowpoly then merge them down and work with…