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I'm just wondering because this sub forum seems kinda dead :b and i have an itching to make a dbz model ^^
But your current model is already low poly, so what exactly are you planning to bake?Well offcause but i plan to try an bake this model onto a low poly version
Well, none of the games have special topology these days. Very low poly models, where textures play a huge role, are not being used so often these days. Android/IOS platform may use low poly models with diffuse textures but generally talking, topology is meant to serve as a better way for helping the animations to look smoother. ESF team has tuned up GoldSrc engine a little bit, so I do not think you have to worry so much about poly count as before(if necessary, I believe you can go up to 12 000 triangles).Also do the hl1 engine have any special topology i need to follow?
Fair enough. But what exactly are you planning to bake? Besides subdividing the mesh itself will just increase the polycount. Are you planning on sculpting within the editor you work with or are you planning to add details manually?The reason it's low poly right now is because i havent put on the subdivision modifier yet.
Yeah, that looks much better, mr. Keep up it up . Just don't forget to round the face and try fixing the face topology. Some good sources to follow: https://mathewnapier.wordpress.com/2013/10/ and my favorite one http://i9.photobucket.com/albums/a84/Monkey_Knife_Fight/EdgeLoop1.jpgI didint see your notes before i started working but have tried to make the face a bit less flat. (will need more i can see that now )
If that's the case then you can always add some more polygons to make it smoother, besides, setting the shadow on smooth will make it look roundI just feel like i can never get rounded edges without it.