awesome job, can't wait to see it with the normals. You have probably noticed already, but don't forget to add padding to your bake, it can be added afterward in photoshop. (with xnormal dilation modifier) keep going!
It's looking good. One thing I just noticed though; the plates on her knees have no depth to them. You should add a shell modifier or something to make them look like they're not paper.
Hi ! Welcome :) You may want to look at the shrinkwrap modifier and toy with the projection settings. You could do it by hand with the snapping tool but it will take some times depending on your mesh resolution :( Hope it helps
I don't think the cloths work - they're too uniform, flat, and you can tell they're the same mesh duplicated over and over again. Have you tried using the cloth modifier in UDK?
@leleuxart yea they are one sided but i have double sided ticked in the mesh properties. I have also tried adding a shell modifier to give thickness to everything and i still get the light bleed
Basically it checks out the uv shells of your uv map, and assigns each shell a different smoothing group. To do that, it needs to add those two modifiers, which you can safely collapse afterwards.
Thanks DWalker. I see what you mean about the lighting. I have a directional light placed outside the window - I'll try modifying the orientation of it to see if that helps. Thanks again for your feedback :)
If you're coming from a highpoly source mesh in ZBrush just Decimate it, or in Max use the ProOptimize modifier. Why would you ever manually retopologize any organic non-deforming object like rocks?
:) success, i was able to do it, i tried to do the same things before with the knife and optimizing but i couldn't make it, i see now that i should have modified the knife tool attributes for it to work
We have a decimate modifier in blender who preserv the UVs, and modeling on a mesh who already have a uv layout preserv also the uv layout, i think other 3d package got that too