bnewton81 wrote:I just finished a hand, but it has almost a 1000 verts. Way too many.
If you ask me: No. Why do you think that's too much?
Fuchida wrote:Try the decimate modifier, should keep the rough modell with less verts
Well - IF you are going to apply a decimate modifier, don't do this on the hand. It will completely disturb all hardly worked-out loop flow, leading to ugly results in finger bending when the rig is used. This is because decimate converts quads to triangles, which makes smooth rigging difficult.
The process flow should look like this:
1. Model a nice hand, taking care of topology and face loops. The videos posted will help.
2. Already have a subsurf modifier in the stack, during the modeling process. SubSurf = 1 will be enough, may lead to 4000-5000 faces. Don't care about this at this step.
Be sure that you have selected Shading: Smooth for the model. This will give the organic look avoiding sharp edges.
UV-Unwrapping should take place at this early stage as well.
3. Build your rig, bend the hand's fingers as you want until it looks cool.
4. Apply the rigging, which leads to a fist model.
5. Tweak the fist model, still keeping subsurf in the stack, until it looks more cool.
6. Apply the subsurf modifier.
7. Then, finally, add your decimate modifier, if you think it will slow-down URU otherwise.
8. Apply some corrections if necessary.
Alternative Method:
1. - 5. as above.
6. Still having the subsurf modifier in stack, build a lightmap for your model, using the UV map, not using the "Lightmap Pack" function.
Keep this lightmap image for reference.
It could be even better to set subsurf to 2 or 3 during lighmap generation - it will produce a texture with really soft shading, based on the high-res subsurfed model.
7. Just remove your subsurf modifier, and apply the texture. This gives you a low-poly model with baked high-res shading.
8. Done. You may still add some subtle tweaks, or apply textures, but still keep the original lightmap as a the highres shading applied (maybe using multiple textures, lightmap as multiply).
9. Be sure to export this fist model as shadeless.