@wirrexx I'd like for it to be low poly with maps but I'm not the best at reducing polygons. I need to figure out how to make really good maps. I did normal maps before but they all turn out like shit Thank's @ohmai for the compliments and link. He has some interesting techniques o:
there's also the built-in hair & fur modifier. combine with a good renderer and you should well be on your way. obviously this is for pre-rendered hair. the plugin hairfarm is another popular solution. unless - you are talking about polygonal hair for realtime use, that's a different story entirely (and i doubt xgen helps…
I don't know if it's because of my mesh, but Blender's decimator tool doesn't let me go below a certain tris count without heavily distorting the polygons. I'll try Meshlab and see what happens. If it doesn't go well, I'll try out the face snapping in Blender. Thanks a lot, man.
Thats a lot of polygons dude. Riots poly count limit of a normal character is 7k, max 12k with weapons and summons included. If your making a game model then reduce the poly count to 7-8k. Your highpoly is awesome, you'll get good details on your bake anyway. Ignore this if your making a fanart.
Got the seat into the vehicle and then made some adjustments to clean up some of the topology and reduce polygons in unneeded areas. Still need to add the bolts and screws to match my original high poly and then off to unwrapping. (I may redo the actual seat as well I don't know how I feel about it.)
A hierarchy would be nice, or groups similar to photoshop. In the meantime I try to work out the scale and placement of subtools in the early stages, before they start reaching millions of polygons each. I was hoping to update their wiki on the page since it's quite a few years old now, but I guess it is locked due to…
whats the polycount on that beast? various parts could be normal mapped, on closer inspection you appear to have precisely 1 million polygons for those holes on the muzzle guard. Another thread in as many hours with a really cool well made model, but highly un-optimised. Normal mapping would be your friend here.
Well yeah it's subdivided polygons ( as opposed to true subD's which are a little different ). Workflow is the same though. AO pass is just the Dirtmap shader slotted into the ambient colour channel of the material. I use it for rendering game rez models sometimes yeah. Its not a shader that ships with Maya. I'll try to…
If this is your low poly model, it's got too many polygons on the edges of things (especially on the front of the gun) where you could just use a normal map to achieve the same effect. You should make a high poly model and then bake its details down onto a normal map for your low poly.
Welcome to Polycount. You need to take the name of this forum more seriously and provide us with a... poly count! :) I agree with the post above. The strap for the sword looks like it is using a lot of polygons.. and like you said the head, hands and sword can be reduced significantly. The character itself is good though I…