Myths Reimagined - Hermes

Retopo almost done. Soon the UVs and texturing

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Well done. I can see you have the same approach to diagonal… make them an edge so they stay in place, not be random.

So now texturing, my fingers are crossed.

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You were right, retopo was a nightmare haha I had to redo a lot of parts to fit the polycount but at least I’ve got a leeway to add edges were it matters. Baking will not be easy either I’m afraid :sob:

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Yea, that’s why I move apart elements that are to close to each other.

Did you know that if you do it, normal will not bake, but AO will (if you add extra HP element in that place)? So for example you have a bag, and it’s to close to character body etc., but you move a bag further (far away, I snap to grid) and have 1 LP and 2 HP as 1 model of that bag…. image will be easier…

it’s not official, but it works well. Look at my baking setup, you will see elements that are red. these are HP with no LP, but all my doubled HP are as one mesh, cause I’m backing with names and low/high.

Thanks for the breakdown, but I don’t have that proximity problem since I use the group system in the Marmoset toolbag baker. The problem I’m gonna encounter is the number of items and individual cages to setup. Nothing hard, just time consuming