I have established a good “pipeline” for unique static meshes, where i can texture the highpoly with vertexcolors and correct/enhance it after baking to lowpoly texturemap.
So now when i know the way i will go, then other objects similar to this one will be created pretty fast. Quick test, stoneWall – tangent normal + texture, 350 tris.
Here you also see the character with some textures. Still working on those. Got a few things left to do on him, but it should be finished soon. hopefully.
I have decided to create the Rig to the character in Max. The process is almost the same as in Maya, but it’s less painful when it comes to this project – No nodes messing things up, and a little different hierarchy,skinning and joint system. The rig got all the basic constraints and controllers now, but a few things are missing.