Modeling in Maya is my main interest while have touched on subjects such as rigging, texturing, animating, etc. Got a portfolio put together and found a programmer who is putting together a simple pc game where you design a ship with different components such as engines, utilities, weapons - the usual stuff.
Well I agreed to do the models but when needing to consider how to make this efficent for a game engine like Unity I really don't know what I'm doing. So after two weeks of procrastinating my engine is still trash and I don't think it would add up seeing how 15 of these components need to come together just for the main character.
https://www.dropbox.com/s/b8weowdy3gjhzku/prev1.jpg
--- One of the general ship designs. Weapons on front. Engines on back. Components in center with pilot cockpit in the middle.
https://www.dropbox.com/s/64c7q5nzalzasmg/prev2.jpg
The asset I'm working on. Has 18,000 faces. Don't have a low version of this model.
Can I just go through and delete all the extra edgeloops then use XNormals to create the normal mapping from it?
Maybe Zbrush's decimation master then normals?
How far should I get these poly's down... I know it depends on a lot of different things but just generally speaking for a low end pc game. If the model was reduced to 2,000 poly's each that means the main character would be made up of about 15,000. With each component potentially having it's own texture map.
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