I know ppl probably think I'm waisting time with this. It's just a head, I know... But being able do do (some) modeling myself is important for motivation, and motivation is the key to keep going. Just wanted to point that put for whomever might follow this topic and wonder "why isn't he coding instead". I will, as soon as I get these models done. The only way do go on with SEE and keep control is to finish each faction one by one. Going all over the place is what killed progress before when Sûl handled coding
Anyways, back on topic. Now I know how to model, retopologize, UV map and "bake" a texture. For my own reference, this is how I did the last part, after retopology:
- Load the high poly mesh.
- Load the low poly retopologized mesh.
- Append/Insert the LP to the HP so they end up in the same SubTool palette..
- Subdivide the LP to reach roughly the same number of polys (in this case 1,5 million was as close to 1,8 as I could get).
- Go to Project and set Dist to 1, Mean to approx 5-10 (experiment) and PA Blur to 0. Then press Project All.
This will transer details and the polypainted texture from the HP mesh to the LP mesh.
- Roll back to subdivision 1 (low poly) and go to UV Master plugin.
- Enable Control Painting and Protect all the face.
- Hit Unwrap.
- Go to UV Map and check the map with Morph UV.
For some reason I can't get the eyes to be combined in the same map though...
Kinf of looks like Bart Simpsons mother...
Edited by Nazgûl, 22 March 2014 - 06:21 PM.