So a game I'm working on requires a set of enemies, and I feel it would be fastest to just use a single basemesh which already has all of the musclulature set out. Is this common in larger studios? What is PC's opinion on this?
I'm working remotely with a small indie dev right now (pretty happy about that!), so whether or not something like this flies with bigger workplaces is on my mind. Apologies if it's a silly question.
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perna I thought this would be a more "general" area of discussion, next time I'll keep that in mind. I'm worried that if I don't persist in creating a completely new sculpt each time, that I'll drop in skill. But I see where you're going with this!
LRoy Thanks for the video. Consider my qualms officially eased!
http://www.capcom-unity.com/devroom/blog/2010/12/20/heroine_progress_report_-_3d_modeling
I think it's in their contract or something.
It's not cheating or anything, so just go for it
[vv]90221853[/vv]
if you want to have unique sculpts and want to have the same topology in a quick time, Wrap could be the answer.
just put your unique sculpts or 3D scans into it, load your template or basemesh,
press a button or set a few reference points and have fun.
this tool here seems to be much much faster and better than the advertisement video from Max.
- Try to stick to the same topology when appropriate
- If it gets it done faster, do it. Noone will look down on you for it.
- Buy new car seat every time you go for a drive
Boom!
Why is that a bad thing? I thought speed is important, as long as you're not compromising quality.