hewsan opened this issue on Sep 13, 2001 ยท 6 posts
TRAVISB posted Thu, 13 September 2001 at 10:22 AM
I think that it comes down to this teyon makes a good point about letting your texture maps do the work especially if it is for distance shots most studios have multiple models of the smae model one for long shots one for action and one for the up close detail shots on the up close detail shots if you have veins etc probally good idea to meodel them in and keep the poly count alot higher but if its a distance shot then let the maps do the work as no one will likely notice action shots even more so cause it will be moving quickly and detail is your smallest concern this will also round out your skills I think one thing to watch for though is poly plcement you can strech a few polys along way across smooth surfaces like the back top of the head chest etc dont get these to high cause there isnt a reason too if you take a look at the character im building in the lw gallery now the head chest and back are about 2100 polys at the moment