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Everything posted by alheck

  1. Also, there is no retopology needed. You build from low to high, so you start low poly, paint in your character, then sculpt them, giving them millions of polygons, go back to painting, do more details, then bake out all that info into your original low poly model.
  2. But if you're building for mobile, the game changes. On mobile, you want even fewer polygons.
  3. So when you go to content browser, you can pull up your sculpt tab and pull out basic starter humans. The geometry starts from there. As far as an upper polygon limit in unity, for characters, you can't go over 65000 before unity starts splitting up your game object. Good practice is to keep it less than 20000 unless you're dealing with hero characters.
  4. Hi Rectro, Absolutely man. Attached is the actual file. In the end, the character has a little under 7000 polygons. He's derived from the sculpt starting file but this is the final game asset you would bring into Unity. Hope this helps! Marquis 16.zip
  5. Hey everyone, I've been a C4D user since R10 and it's a fantastic program. It can do so much but there isn't much love given to it as a potential tool to make video game art. Unity/Unreal, AR, VR, all of this is super hot right now and I've grown frustrated digging through the web to find any type of tutorial on how to build game art. So I made my own. Spent the last few years figuring out how to build some *decent* game art and feel more than comfortable enough to try to share my knowledge with you guys. My buddy Jon, a self-taught software engineer and Unity Devel
  6. If you do your UV mapping correct where there is limited angled UV's and you set your texture to a pixel size of 1024 x 1024 or greater, the image should look great. Then once you get that single texture, bring that into BP and have fun.
  7. Rock on. THank you.

  8. So much to do -> 0 time...


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