Maybe preventing polygons from flipping will do the trick? Then eyelids geometry will shrink into thin lines and wouldn't stick out of the head's geometry as on attached picture. Is there any way to implement such kind of magic?
Thank you very much! But excuse me for the stupid question: how do I split the mesh into parts? It is very highpoly and my computer can't edit so huge number of polygons.
It's looking nice. I love the concept and i think you are on the right track :) To view alpha masking on Maya, you can select shading and check polygon transparency sorting: hope that helps !
the detail sculpt seems non uniform, streched and blurred in some points, I suggest you use the dinamesh after the first steps to standardize the size of the polygons, and have the same level of detail
You could use tiny polygons floating ontop of the actual geometry, and use them as decals. This way they can have much better resolution without a need to increase the res of the actual textures.
that's awesome, thanks for the comment! And good luck getting experience with Unreal, you're going to love it! Feel free to ask any questions you may have in the unreal or polygon forums, the community is great.
Ok, so found a bit of a spare time to work on lp and bakes. one thing that bugs me is the amount of polygons, but for now its coming along nicely. Hopefully more to come soon
If this is your lowpoly you could cut loads of tris without losing any silhouette. The glass and that bit under it especially could lose almost all polygon density and not change the silhouette at all.
This thread man, So much good progress:thumbup: , very motivational and gives a sense of hope that my polygonal sins against man might aspire to something good as well! *tips hat to all*