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  1. how would further reduce the poly-count of an already textured and retopoed mesh? its already quite low poly, but how can i make it even more low poly? can i perhaps do a kind of 2nd retopo? if so, how? ty
  2. How can I uv map both sides of one polygon in the retopo room? also how can i paint transparency from a material on a layer (although that isn't the main aim of the topic) thanks
  3. Hello. I am trying to make low ply objects for games (as a hobbyist and beginner) but i cant seem to find how i can merge the normal map from the sculpted mesh on to my retopoed version without the ugly result i get shown bellow
  4. I purchased 3D coat last week after using the trial version. Here's a character I'm working. This is the "cartoon cute" version of the Ucides cordatus Painted in 3D coat <3 (diffuse and specular) [model made in 3ds max] the texture is still a wip, missing alot of details and better spec Here you can see the crab with some animations i'm doing (unity web player)
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