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Middot; 鏅哄瓙浜戞帹鍑篋SP璐寸墝瀹氬埗鏈嶅姟 璁 瘡涓 瀹跺箍鍛婂叕鍙告嫢鏈夎嚜宸辩殑DSP. Middot; 鏅哄瓙浜慏SP寮哄娍鍔 帹鍙? Middot; 鏅哄瓙浜慏SP鍔 姏棣栧眾鎶曡瀺璧勫崥瑙堜細. Middot; 鐜 悆闆呮 濆 熸櫤瀛愪簯DSP甯 姪瀛 湼涓婂眰妤? Middot; 鏅哄瓙浜戦 鎺ㄦ寜鏁堟灉浠樿垂妯 紡DSP骞垮憡. 360娴忚 鍣ㄩ 佸幓妫 娴嬩簡 鍏冭姵锛屼綘鎬庝箞. Middot;鐜嬪埄闃筹細娣樺疂涓庡叾寰 俊 涓嶅 寰 窐. Middot;鍗曚粊锛氶樋閲屽垏鏂 井淇 帴鍙o紝鐢ㄦ剰涓轰綍锛? Middot;娣樺疂灏佹潃寰 俊鐨勬殫搴 檲浠擄細涓夋 鍏ㄩ潰鏁村悎鏂版氮寰 崥.
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A blog showing high detail to low poly game character development workflow. Monday, September 22, 2008. This part of the process can actually be sub divided into high-poly and low-poly modeling, as each of them come with their own set of head aches. the texture painting is one of the easy parts. Here is brief overview of the hardsurface modeling workflow. Sunday, September 21, 2008.