You split the individual toes while retopologizing, by building those in-between polygons yourself. Alternatively, it is possible to trim the gaps in there, but that would be messy and more difficult.
Very nice environments , but are those in game or in 3d render? in case is the first what engine is that? can we have more info on polygons , textures etc?
2020.1, but most of problems described earlier were on all versions starting with 2012. I skipped 2019 tho as they changed some stuff with selecting polygons/edges/verts.
Looks awesome, I would add a couple of edge loops on the hair cards on the boarder where it transitions to short hair tho, i can see some polygons there
whats the frame rate so far and how many polygons so far and are you doing any blueprint Hierachical instanced static mesh system for the modular buildings?
What is the purpose of the ground plane underneath the model? Is it actually a part of the entire asset or just for looks? It seems to have a lot of unnecessary polygons if it is just a simple, flat plane.
Haha yeah sometime too high resolution dynamesh cause this messy polygons, so far I don't think there's an explanation for it though unless I'm missing something..