11.29
Ok, well, I messed around a little further with my ram head today. For one, I wanted to see how it created the topology, since it was my first time using ZSpheres (which was pretty decent, surprisingly) But the head was so refined, the poly was up at 90K. That’s a ton for something like this, which would only be a detail on something.
So, got the wild hair up my ass to see how Decimation Master in Z worked, and how low I could go without losing detail. It took a few tries to see how it worked and to get it really low. I also had to build up the tips of the horns a little, as they were lacking in mesh and the decimation really botched them up before I built it up. The end result ended up being 7K poly – thats a massive difference!
Also, since it triangulated the mesh, I decided that I didnt wanna tangle with mapping it in UVLayout, so instead, I mapped it in UVMaster in ZBrush. It did a decent job. Usually it butchers the hell out of a mesh and creates too many islands for my taste, but with this mesh, it created one long seam, which is pretty cake to deal with. The seam isnt how I personally would have done it, had I mapped it manually (its a little uneven to each side and a bit crooked considering its triangulated) but since I have bodypaint, it doesn’t matter anyway 😀
Here’s the final. Really amazing that it didnt lose much detail at all, being decimated soo much…..