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
I am trying to texture some hair but by uvs are all on little islands of their own. Each chunk of hair basically needs to share the same area of texture space as the next so I can really maximize the resolution. How do I go about doing this?
I need to straighten out and scale all the islands and then place them on top of each other, but I can't even figure out how to move an individual vertex inside the uv preview window.
Can anyone help?
I have attached an example texture of what I am attempting to map to. You can see there are just a few straight strips and the detail level is high.
Cheers