So it seems like it’s soon time to upgrade my pc if i’m going to go for this dense mesh pipeline. I currently have around 5 years old pc with some upgraded components. q6600, 285gtx 2g and 8gig mem.
So is this blendshape method the only practical way to go these days for realistic face deformations?
I was planning on building some wrinkle normal map blending system for the rig earlier before i read the last coulple pages of this thread.
Here’s some not so typical human face you see everyday on a street. What do you think of the face topology? Rest of the body is still old lowpoly so its 20k triangles so far. I have no idea how much polygons they use these days for films or games.
I’m kind of unsure how much should i follow the human face topology, considering she behaves like human and is able to do human like expressions.
I almost never used box modeling for organics. before i began using zbrush or mudbox i used the sculpting tools in maya to get basic sphere into a head, then made it live and started slapping polygons over it. I still find it pretty fast way of getting basic shapes done.