Thank you for the recommendation brother! The "Cloud" Simplygon is perfect for distance LODs which is actually free for up to 100k/year businesses, but for mobile purposes, I need the standalone version which has the extra features that let you control how the LOD polygons are prioritized. Hopefully they can provide a…
I find it odd they have the anisotropy set to 1x in their screenshots Some of the charm is lost in the transition to higher polygons though... Hawkin's moustache and Max's eyes look strange As much as I love MDK2, it doesn't look all that great to be honest. The levels appear pretty much untouched save for a few filter…
So you have a LOT of polygons going on in here, and I think you're going to be fighting those as you move forward with the detailing. I know you said your assignment is 20k polys, but as it stands, you have a lot of polys that aren't doing anything. They're not adding to the model or enhancing the silhouette much at all.
Quick Update: Redid the head to have less polygons, and better topology. Still having lots of trouble with the mouth area. Starting working on some textures in Zbrush, but realized I have a lot of problems with my mesh I need to address, so gonna be doing a little modelling work first. Here's the new head:
Ahoburg, heya mate There is no shortcuts or schemes you can do to retopo something like what you're showing. I would simply take the Highpoly and remove some edges and polygons the old hard way, or use zbrush decimate to have a not too high start and work through all the way. I hope this helps
Interesting. I think I'll need to discuss this one with our coders. While we couldn't afford to be cutting in extra polygons on the DS (what with the hard poly budget of around 2000 polys per screen), we may well be wasting memory on having loads of tiny alpha plane objects on individual textures. Thanks for the…
Thanks for the comments so far. I changed the cheeks and joints and I added the chest and head. The head I'm not too sure about, I think I might give it another try with less polygons. I don't really know the process for making game characters and I'm not sure which platform I should aim for. : /
watch your joints and the silhouette on the arm thing could use some lovin, maybe use some of your polygons that you have forming the spiral part, and move them up to the back elbow part of the spike. I sorta think most of the detail on that spike thing right now could be done in ther texture/normals.
[ QUOTE ] Is there a way to undo the boolean modifier without deleting the model? [/ QUOTE ] Booleans aren't really modifiers as you cannot delete them or stack them. However you should try just converting the model to an editable polygon (right click on it and select 'convert to editable poly') this won't bring it back to…
I my opinion the best way is to model for UVs. It makes the unwrap much faster bc that way you dont have to think about how you will unwrap this or that afterwards. And If you 'prethink' your UVs that way it's very easy to lay out the polygons in nice well thought patterns ... leading to grid-like layouts. Easy!