My Abishai, Part 1
A month ago, Jolly Jenkins posted a request for an abishai model at the Custom Content forum. Since I was planning to make several infernal models for Faithless anyway, I offered to help him out. Jolly said that he'd be needing the abishai in about a month's time. Little did I realize that in the interim, I'd be saddled with much more work for Shattered Dreams.
One month later, all I have to show for myself is the high-poly mesh pictured here. I still have to make the low-poly model, UV map, texture maps, skeleton rig, and animations. Now I'm starting to wonder what the devil possessed me to commit to this thing. Oh, well.
One month later, all I have to show for myself is the high-poly mesh pictured here. I still have to make the low-poly model, UV map, texture maps, skeleton rig, and animations. Now I'm starting to wonder what the devil possessed me to commit to this thing. Oh, well.
Comments
RegaRDsss
@Eguintir:
I've tried the Optimize modifier several times in the past as well as the Multires modifier. I've found that automated methods for reducing the poly count usually results in strange meshes if the percentage reduction is high. Thanks for the heads up anyway.