Finally, a simple AO Normal map review of the shape and topology changes. As always, the ever-garish coloration helps highlight the contours, which are especially subtle in this this week's revision set. This makes it much clearer, I think, the changes made to the neck.
I probably should have included more of an overhead view for the changes to the cheek flows, but it is still somewhat discernible here. It is most noticeable at the connection of the upper back part of the flews, where the connection is not a sharp angle anymore but more of a smooth curve. The tops of the cheeks just below the eyes are also slightly different due to variation in the wire deformer weight paints.
I probably should have included more of an overhead view for the changes to the cheek flows, but it is still somewhat discernible here. It is most noticeable at the connection of the upper back part of the flews, where the connection is not a sharp angle anymore but more of a smooth curve. The tops of the cheeks just below the eyes are also slightly different due to variation in the wire deformer weight paints.
Category Scraps / Miscellaneous
Species Unspecified / Any
Size 1280 x 1280px
File Size 1.8 MB
Listed in Folders
Thanks!
It's 4,630 for the base model all the bindings are applied to. 74,080 once the smooth function (exponential with 2 division layers) is applied after binding and such.
I've been lazy about taking the time to optimize the accessory parts. The eyes, nails, and tongue add another 16,608 but they're not too bad. I've done a lot of work on and improved the count on the teeth, but even they could be better if I really tried and they are really heavy by their nature. But, the teeth change enough to make me not want to unify them and do hardcore reduction because I'll just have to do it all again when they change. The teeth/gums pile on another 41,984 faces!
Grand total smoothed mesh plus accessories poly count: 132,672
Quite the drop off, compared to the 233,674 in this old scrap of model (with no tongue, even) just prior to the grand retopology experiment, and it looks a hell of a lot better than it did back then, too! The teeth are the only accessory that has increase in poly count since then, but the results were well worth it. I've Even shaved a couple off of the 137,536 Rederick was at the point where I switch focus to Blythe. Although, a lot of those probably comes from the fact that Blythe lost two teeth during the recent snout reduction.
It's 4,630 for the base model all the bindings are applied to. 74,080 once the smooth function (exponential with 2 division layers) is applied after binding and such.
I've been lazy about taking the time to optimize the accessory parts. The eyes, nails, and tongue add another 16,608 but they're not too bad. I've done a lot of work on and improved the count on the teeth, but even they could be better if I really tried and they are really heavy by their nature. But, the teeth change enough to make me not want to unify them and do hardcore reduction because I'll just have to do it all again when they change. The teeth/gums pile on another 41,984 faces!
Grand total smoothed mesh plus accessories poly count: 132,672
Quite the drop off, compared to the 233,674 in this old scrap of model (with no tongue, even) just prior to the grand retopology experiment, and it looks a hell of a lot better than it did back then, too! The teeth are the only accessory that has increase in poly count since then, but the results were well worth it. I've Even shaved a couple off of the 137,536 Rederick was at the point where I switch focus to Blythe. Although, a lot of those probably comes from the fact that Blythe lost two teeth during the recent snout reduction.
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