Update: Low poly mesh: Done. (7204 tris)
UV layout: Done.
Basic Rig and vertex painting: Done.
This has got to be the most inefficient UV map I've ever laid out for anything EVER. But I'm this normal mapping thing is new to me, and I figure fewer seams and evenly distributed UV space is a better way to go then optimal use of the texture space, especially since I'm using a 2048x2048 AND a 1024 1024 texture space. [img]/images/graemlins/shocked.gif[/img] Utterly rediculous... When I started working on games, 512x512 was big and luxurious... This texture space is 20x bigger then my beginning days... Utterly boggles the mind, especially when you consider I'm doing multiple texture passes on this instead of trying to fake everything with a well painted color map.
I've included the UV maps of the body and head, just in case anybody has some brilliant comments about what I'm doing, and how I could be doing better in regard to normal mapping...
Now... The grand experiment... The high rez model... Lessee how this goes.
Oh yes, and totally stoked that we get a 2 week extension... Makes it a lot easier to breathe and possibly pull this sumbitch off.