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been trying lowering the polygon count and all for the past 3 days
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File: last bastion.jpg (4.01 MB, 4000x3000)
4.01 MB
4.01 MB JPG
current progress of lowering the polygons via decimate and un-subdivide-
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File: plastic surgery.jpg (2.79 MB, 4000x3000)
2.79 MB
2.79 MB JPG
any lower than that and I start wailing
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File: something atleast.jpg (5.96 MB, 4000x3000)
5.96 MB
5.96 MB JPG
Atleast it can be imported to pepuraka as an obj file now even tho it looks ass (can throw in the textures later), wasn't possible earlier
>>
That's why people are paid to do these, it's an artform if you get into the actual details. You can't do it manually. You have to do it by hand, each polygon by polygon and know what to reduce to make it look better. And THEN, manually fix the UVmap that doesn't fit on as well. It's a shitload of work, yeah. Good luck
>>
You can make a square box in Pepakura look like a round cylinder when you finally make it out of real paper in the end: just don't fold all the fold lines that Pepakura generates. Of course the paper cylinder will look better if you give the 3D box more sides. The trick is to find your balance between "not wanting the wanting to lower the polycount because it would look like ass" and realizing the paper model will be made out of paper, not polygons.
"Lots of details in" the 3D usually only means lots of tiny pieces that are difficult to glue together when it's finally paper, which is often actually what makes paper models "look like ass" imho.

It doesn't have to be like that. Physical paper is pliable of course and very forgiving if you want to curve it, much more than a digital 3D model that has to be made out of flat triangles.
>>
>>615476
>>615482
thanks for the tips anons
got occupied with some other work so couldn't continue for a day
I figured out sum work around between the blender settings and fixing the UV map manually
starting from scratch, will first use whatever settings available to just select and delete the parts under the clothes cuz yeah, then lower the polygons for the clothes, then the visible skin, and after that some last overall model tweaking.
will refer to sum other model pdos and such and hopefully get somewhere
>>
>>615476
>>615482
again, thanks for the advice
will keep yall updated
>>
>>615475
If i (https://boards.4channel.org/po/thread/603852) may give you sort of pro-tip do a triage on what parts (hair, eyes, clothing and accesories) and mercilessly cut it off first before you do any sort of decimation be it manual or automatic. Not only they might make assembly overly hard so you might ultimately give up but they regularly look better scratch. Also do while you might be decimation and testing that model&texture in blender do bear in mind Pepa does its own polygon merging on load of complex model. One way or another thousands of faces gonna perish.
>>
You'll want to look up some retopo and texture baking tutorials for blender. Most of the facial details will need to be flattened into a texture for instance.
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>>621378
Kill yaself
>>
>>615474
>>615473
>>615472
use the rael PSX version , dummy.

https://static.wikia.nocookie.net/finalfantasy/images/9/9a/Tifa-FFVII-battle.png/revision/latest?cb=20120409231917



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