polycount wiki, here you go. lots of great stuff.http://wiki.polycount.com/CategoryCharacter your pipeline seams prety much how it works, sometimes you do the diffuse map directly on the high polygon model and bake that along with Normals and AO. pretty much everything is in the Wiki though, good luck :)
Avoid scaling. This will make you texture desity different. Scaling is the easiest way but not professional. Also it will make dozens of faces rendered but not visible. If you want to make a crazy-detailed cave on PS3 you need to avoid losing of polygons and I'm talking about 1 000 000 tris scenes.
Great looking portfolio, especially someone trying to get in. At a glance, one thing that stands out is the straw roof of the Weapon Smith. The polygons are very obvious and jaggy. This is a combination of their placement and poor scene lighting. Real hard transition between it and the walls that a nice shadow casting…
Thanks man! Totally agree with both of your points, i think that it's mostly as i didn't have enough polygons on the chest on the low, so that is an easy fix. I made better shoes, and tons of little tweaks here and there. So this is the first set of high poly clothing. Hair is still shitty.
10,000 sounds about right as a maximum limit. However, I'd aim for around 7k or as low as you can get. If I remember, the iPhone 4s tend to be fill rate bound due to the large screen resolution and comparitiely feeble graphics processor. So the less polygons and alpha'd stuff the better.
Yeah, there's a transfer vertex maps option - it copies from the background mesh to the foreground - you probably want Distance rather than Raycast for the Sampling Method if it's an identical mesh. The copy/paste is reliant on identical polygon & vertex IDs which aren't guaranteed to match up between two different files.
I have already decimated , the object has more or less a million polygons or less , the Cavity works fine , but AO just stucks and freeze the program ... Can I simulate somehow the AO with cavity ? I tried several combinations of curves but I always get nothing like tha AO ...
heres an update ive adjusted to fit to cater to the feedback. any other idea? I also had a question. i have polygons that dont show in marmoset. yet show in my modeling application. And i check the vertex normals and theyre pointed in the right direction. so im a bit confused on that.
Rock i was made long time ago just for fun to test new technique, the funniest thing is that i don't remember how i done it :D I know only that it was not easy and i was using "TrimSmoothBorder" brush and it ability to "remember" the planars :) As you can see there are a lot of polygon stretching...