asdfasdf: seriously, you act as if subdivision and NURBS are readily available tools in the suite of source filmmaker. besides, by subdividing you make the normal map completely 100% ruined and useless.
you have no idea what you're talking about. stop talking.
asdfasdf: the polycount is absolutely fine. the reason we can see the quads is because of settings in the light. i'm probably gonna have to do a small tutorial on how to fix it.
MassErectFan: @asdfasdf: Fair enough. Yeah I'm fairly new to 3D modelling, but from what I can tell, subdivision is a thing they do a lot in games, and movies to save render times. You can subdivide infinitely apparently, and still keep the image maps the same. Weird, but it works in DazStudio...
asdfasdf: @MassErectFan: sorry i've been kind of hostile. i just found it very frustrating that you were so cocksure about something that is very wrong.
yeah, subdivision is OK as long as you have the high poly sculpt, so you can bake new normal maps. otherwise you lose a lot of definition and the normals that you do have you can throw out the window
MassErectFan: @asdfasdf: Oh right, yes I get what you mean now. Well thanks for enlightening me. I will certainly make sure I get the definition right as I make progress. :)
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you have no idea what you're talking about. stop talking.
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yeah, subdivision is OK as long as you have the high poly sculpt, so you can bake new normal maps. otherwise you lose a lot of definition and the normals that you do have you can throw out the window
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