Good idea! Well the only setting that worked for me was the "nearest vertex" -mode. Others flattened the object. And that mode also bended and twisted the object, when not in the center of the polygon of the other object. But still, could come handy in some cases! :thumbup:
Sort of. Out of this world (and similarly [ame=" https://www.youtube.com/watch?v=gJyP5efESaI"]flashback[/ame]) used some sort of bizarre polygonal rotoscoping. While sword and sorcery is more crispy/clean pixel art. Gameplay is certainly similar though.
What else do you need besides bevel, extrude and split polygon tool :thumbup: I would be interested in hearing about a specific "complex modeling" tool that you use in one of the other packages so that we can :poly121:
With the sword, you might want to reduce the number of tris, so it is more efficient. As long as it keeps the silhouette, you don't need a ton of polygons. The whiteboard looks really good! I also like your traditional painting. Is that acrylic or oil?
Thanks for the reply, Here's my low polygon model with wire frames, Idea is, I don't need to re topo the mesh again so can use for game. what's you guys workflow for this kind low poly weapon situation?
Here with another update. I've made some minor changes to the high poly and now created the low poly. Low Poly - 5960 Tris 3135 Polygons High Poly As always, feel free to leave feedback or comment on my progress.
People would also like to use a million polygons on their characters if they could, but you need to make concessions in order for it to actually be usable. If you can't even work on it without your computer chugging, how do you expect it to be rendered in game?
Building on what PyrZern said, you could be dynameshing what you have there to keep your polygons nice and even. It'll help you block in more detailed forms, especially around the nose and lips, before moving on to the next subdivision.
looks good and i like your face loof(i think it's good for facial animation). however I think you have some odd and useless polygons, for example male's arm and belly part. good luck to your texture
Ok, this one can be removed! I figured outt he problem. If anyone is curious, the reason this was acting this way was when I exported as OBJ I needed to select polygons and not quads in the OBJ export menu.. Something learned is something good.