she's using it as a base mesh in stead of as a low poly. base meshes (for sculpting in zbrus/mudbox) are better when they have lots of simple straight lines/square polygons etc. because triangles etc. cause pinching. (lol, i'm the 3rd person in this thread to say so ;) ).
You could try polygons>transfer. But that won't work since the models don't have the same verts. Best bet is to lay out the Uvs on the high LOD and reduce down by deleting edges. I would just go back and redo the LODs. They don't take that long.
I have to say, this stuff is amazing. Even the polygon breakdowns look appealing on their own. I actually prefer the backgrounds to the vehicles, they have great sense of depth, great lighting, very unique. Seems like no one does unique backgrounds anymore. Very good work.
you mean normals correct? short cut is ctrl shift s (that is for the display options of all the cameras) unless I set that. :D found under display<display options (all cameras) < attributes (it's a tab)<polygon normals or normals are ticked. Hope that is what you are asking.
Wires: Not exactly meant for real-time, but it comes in at about 10,500 polygons. I could reduce it more, but I'm kinda wanting to keep the mesh this way for displacement map purposes. updated spec, added the tongue mesh, which I am going to Zbrush and then work on further.
In-engine instancing is the key. These are likely polygonal characters, not billboards. Video memory is at a premium, so it would take too many frames of bitmap animation to pull off all the character variations and their motions. But the 360 and PS3 can push a ton of polys. That's my theory, dunno for sure.
Yeah, I end up noticing a fair bit of weirdness/dodginess when playing games. Strange use of polygon budgets, crappy textures in focal points, drastic differences in pixel density etc. But when I'm playing for fun, I don't let it get in the way.
If you could post the wires for the door we could probably solve the pinching problem. It's probably because of a weird connection between the bevel things and the corner polygons and an easy fix. Finish up the door. If you could get a fancy pants handle done that would be sweet.
Well, there's plenty of stuff you can do to make Max a bit friendlier from Maya (eg. mapping hotkeys like "Focus Selected" from Z to F since you're used to that in Maya), but yes, the workflow especially when dealing with polygon modelling is quite different.
Yeah, i'm gonna uv the hands and foot's nails seperately and then skin them. I've only spent 7 mins on the rough skin Here's a flat render if anyone's interested Despite a few minor polygon errors, i'm really happy with the mesh and how it deforms too.