Tamas,
Thanks! I actually do appreciate the time that you’ve put into it, the explanation of your workflow is great and I may be able to use your example when I try to revamp the curriculum, it’s struggle to make some schools add and drop things from their curriculum. The first model I posted was supposed to be a blend a lot of low poly and high poly detail. it was built to meet a specific contract. That’s one of the reasons why it goes from low frequency to higher frequency areas and not strictly silhouette driven or denser. I am curious though when you say 7,000 polygons do you mean quads or tris? I’ve been given low poly counts and always in tris. So 7,000 tris would be 3500 quads.
Most the developers around me are working on android and IOS devices, so I’ve been catering more into that market (with the processors speed growing so quickly, I think 10K should be the norm soon any thoughts?). Also I’m wondering what your preference is in the 3D coat vs. Topogun war (avoiding NEX since plugins are harder to get admins to commit too). I am looking at getting one of them into the curriculum. The upper limit for the computers have average is 30,000 per scene (4 to 8 gigs of ram average)…
I’m really curious as to how to twist in more detail in without Zbrush seeing that one location doesn’t have any sculpting based programs. Hence the tracing of higher poly geometry to think about the topology. if you don’t mind… should I focus more on the high details or base anatomy? I’ve finally been given a chance to rewrite a modeling curriculum so anything anyone thinks I should consider from anyone would be helpful.
As for not being at the front, I think your a bit modest. Through the summer I think I showed the trailer Digic worked on at least five times.