let's say i have a character to do and max tricount is 10k.
how do i plan the character topology to be around that number?
do i do quick retopology and clean up or use somekind of reference?
also does zbrush have any script that shows you what's your tricount?
thanks
:poly122:
Replies
Heads tend to take a disproportionate amount of that poly count - if the face is animated - compared to other body parts (I'd wager that on most character meshes that dense, between 1/4 and 1/3 of the total poly count ends up in the head).
That said, don't optimise early. It's easier to pull polys out of a mesh that's too dense than to put them in to a mesh that's not detailed enough.
There's a book by paul steed where he does this:
[ame="http://www.amazon.com/Modeling-Character-Wordware-Developers-Library/dp/155622088X/ref=la_B001K8D2G0_1_1?s=books&ie=UTF8&qid=1382635598&sr=1-1"]Modeling A Character In 3DS Max (Wordware Game Developer's Library): Paul Steed: 9781556220883: Amazon.com: Books[/ame]
Yea this is how I worked for a while. For me the head defines how dense the rest of the body is because of the edgeloops that flow down the neck and into the arms. Most of the time I try and have clean edgeloops in low rez areas so that at the end if I am still under budget I can go in and add a quick loop or two. Ideally, if the budget is 10k I try and aim for ~8k and then go back in and add ~2k worth of details.
I think this is a ben mathis image not sure. But it helps to develop a sort of "mental template" in your head so that you'll eventually be able to picture what the hand topology will look like on a 7k character vs a 15k
But I also start looking at heavily of what could be easily replaced by cards and what couldn't depending on the resolution I'm going for. Also, I find looking at the lower half of a character is helpful -- wanting to find characters with easier/less dense boots ect. And see how much I can cut out/cover with other more simpler geo (like a skirt or a cape).