ok lets say i am fine with the textures what about the polygons for example most of the fur on the boots i have take atleast 3-4mb alone what if u also have hair+ weapons on the scene and stuff
Yeah I think a real-time solution is what they were really getting at. I would argue it could also be said along the same lines to use reasonable polygon counts, texture resolutions, etc. for real-time work.
there's also this: http://www.wings3d.com/ i am not sure if wings is still being developed much but this is by far my favourite approach to polygon modelling. ideally suited to start (again) in my opinion. transfers easily to 3ds max or blender, too.
Hmm, looking at the low, theres a lot of room for cutting polygons that can be added into defining more shapes where needed. I'll do a quick paint over in a bit, just trying to get the other halves laptop sorted :p
Unfortunately world position offset and even world displacement will only modify pixels and won't do anything with your polygons or collision. So even complex trace wouldn't result any different. :( You'll need to find an another way.
imo get yourself blender or another polygon modeling software. Zbrush is not an end all solution, especially if you want to create hardsurface things other than that have a look at the extract function combined with zremesher and use polish brushes
Use the amount polygons you need for the low poly version, don't go very low poly and avoid alphas. As i said in the Waywo thread, great work! Expecting to see soon the baked model :) go go Pedro!
GeoPoly in Graphite modeling tools works on polygons/ngons, very helpful for a lot of stuff. Also Illusion Catalyst has one that works on edges for times when you're working on a the middle of a cylinder mesh, like an arm, or a tree branch.
Ah, i should read your post before replying... so you already have a jiggle on a curve. Use a polygon instead, attach hair follicle to that (which follows the deforming geometry) and parent constrain your joint to the follicle
Some game engine actually specifically want you to triangulate your model before importing, because they don't deal with any polygons other than triangles. WHO SAID YOU ALWAYS NEED QUADS!!!!!!??????? KILL IT WITH FIRE!!!!!!!!! (jk)