Im making a few low poly models for a spec game right now and Im just about ready to start texturing. Ive been scouring the forum and finding a lot of good general advice, but I have several specific questions that I would like some help with. Id just like to note that at this point, I do not have any engine restrictions with the models as I do not know which engine Ill be using yet (though Im leaning towards Unity). My goal is to take these models and create a video prototype for the game. Never the less, Id like to get things done as closely as possible to the specs of what a general PC game would require, so that the video would look as close as possible to a game.
The images you see below are what I have so far, all of the textures are temporary place holder art. The camera will most likely be fixed similar to Secret of Mana
, but I wouldnt mind if the players could zoom in a bit closer to see more detail.
Im looking for advice regarding texture size and organization of the UVS. Right now I have the textures split up as follows: there is a separate map for the head, body, eyes, mouth, eye brows, as well as a map for each of the items that the characters are wearing/holding. Each of these maps is 1k. I realize this is not optimal, I just unwrapped these quickly so that I could figure a general look.
- Essentially, all of these characters use the same character model. The player will be able to customize his avatar with different skin colors, clothes, eye brows and mouths, gear, etc. This is the reason why I have so many separate maps.
- Would you consider consolidating some of these maps? If so how would you handle consolidating the skin map? Right now the head is always exposed, but the hands and parts of the body will only be exposed with certain outfits. Would you recommend taking several equipment items and packing them into a single map? I thought that this could be a good way to save on memory, but if the player only has a hammer in one level and not the halberd, I might be wasting some space by having it in the same texture.
- Right now all of the textures are 1k. I took a look at the DOTA Character Art Guide as reference and it stated that their characters use 2k textures. My characters will be about the same size, but that seems like overkill to me. Having said that, I dont yet know what the final engine will use, so Id like be able to work with a texture size that will look good but that I could also adapt easily to whatever engine we end up using.
Any advice and other feedback would be well appreciated.