I am working on a large single mesh creature, a lizard dinosaur type thing. And I am running into some organization problems and wondered if I could get any advice.
The problem is, getting enough mesh density to paint scales and lizard like patterns on large parts of the mesh.
I have locking loops in areas like the teeth, finger nails and legs and so fourth, just what you normally do in any 3d app when you want to lock in tight areas when subdivided.
The issue is these areas get way more subdivision than needed, and also sucking up resolution while other broader areas do not get as much as they need without subdivided to super high levels.
One solution would be to bring in areas of the creature separately and work on it that way, an arm here, a head there. This would solve that problem. But then how do you tie the whole thing together in the end. …
especially if its supposed to be one smooth seamless character.
Would love to hear others thoughts, and approaches to this sort of thing.
I can post some grabs to illustrate this better if needed.
thanks,
Ormon