To start off, I am currently working on a bunch of 3d Doom monsters from the original doom games. I am well informed that today's tech can handle millions of polys at one time on the screen, but with that said, I am doing my best to have my characters generally have only 3000 to 10000 polys (15000 for exceptional rare characters) at the most (average around 6k polys) because I wish to have at least 15 monsters able to come at the player at one time just like the old doom games ( I am going with the idea of people with machines from 2010, AvP had 5 xenomorphs come at you at one time and each had around 18,000). With all of this being said, I was looking at the models from doom 3 and have to admit that many of the character models may not be clean looking as far as topology goes, they look really good for their poly count.
I posted pictures of my model after it went through desolation master on zbrush, and know most of you would not recommend that because it does make a mess and makes the models not bendable anymore.
So my question is simply this:
would it be worth my time to re-topologize just the the joints such as shoulders, elbows, hips, and knees? Or do you guys see other problems happening this idea? Last picture is the hellknight from doom 3.
Replies
It's not only for nice deformation that a character needs clean topology.
It's for a more optimized polycount : less triangles in less detailed areas and more triangles in more detailed areas. On your models the geo is even on the whole character and the face and fingers lack definition.
It's also to have clean and well optimized UVs. Just think of the horror it would be to UV correctly these models. Well optimized UVs = More texture space = Better looking asset.
Here's a few examples of nice topology : http://wiki.polycount.com/wiki/BodyTopology
It's not only for nice deformation that a character needs clean topology.
It's for a more optimized polycount : less triangles in less detailed areas and more triangles in more detailed areas. On your models the geo is even on the whole character and the face and fingers lack definition.
It's also to have clean and well optimized UVs. Just think of the horror it would be to UV correctly these models. Well optimized UVs = More texture space = Better looking asset.
Here's a few examples of nice topology : http://wiki.polycount.com/wiki/BodyTopology
- I did not mention the feet or hands because the plan was to delete them out and use the original which the first set of pics have. I never touched the hands or feet in Zbrush because I knew they were pretty good already and don't need muscle formation added.
- Every game model I have exported from a game is triangulated anyways, just the newer games you can see where the original quads were. I am just asking is the a real reason why models topology are not as messy looking as the doom 3 models?
- The messy zremeshed 4k looks just as good as the hi def clean model 8.1k I just posted and is half the poly and only 300 more polys than the clean original.
- So the only real problem with the route I am implying is the UVs?
Look I am just trying to figure out why no one goes with messy topology like the doom 3 models because this game is 13 years old and the game has aged gracefully as far as how good the characters looked. I understand they are not the greatest but they seemed to be created to handle what hardware we had in the past. I just want to do the same thing.