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Heads from Skyrim.

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#20
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zahar0z
It's interesting to see how quickly retopology is done there, judging by the appearance.
And for a quick, one-click option, it looks very, very good.
I always wanted to ask if the faces from Skyrim are too heavy for Heroes, but now I see that you're simplifying them, and that's the right approach.
And doesn't smooth add polygons? I mean, is it just smoothing groups, or is it a multiplication of polygons? Because if it's a multiplication, then it's a pointless situation: you multiply first, then divide. If you reduce it directly without multiplication, then it should result in a cleaner version.
Regarding the squares on the first face. It's just that the smoothing groups aren't configured. I can fix it in Max with one click. This is in my guide on transferring a model from the 7th game. Or maybe smooth does the same thing here.

Added 2 minutes ago
The shadows on the reduced model do look a bit rough. I know how to fix this in Max; you need to use the edit normal modifier, select all the normals, then break them apart and join them again. The shadows should look smoother after that.
Smooth does add polygons, but if you don't add them, the face will become too simplified after the reduce. It's probably possible to configure this properly, but I don't understand how.

Added 26 minutes ago
And also, it should be added that Smooth proxy, in addition to increasing the number of polygons, smooths the shadows - this is its purpose, and reduce simply reduces the detail to a reasonable level.
A normal head is made in 5 steps:
1) creating a smooth model
2) deleting the original model
3) adding lighting to the render
4) reducing the detail
5) combining the models into a group for porting to Heroes
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