In this thread I will be posting my R2-D2 project as I work on it. Critiques are welcome.
This asset would be for a PC/Console game. It also would be a major character, seen a lot and up close, perhaps as a companion in a 1st person game.
The Lowpoly Mesh
Ive used the Ubervert Count script to get vertex and other info:
Ubervert Count
Mesh Verts - #: 7532
UV (Texture Verts) - #: 12483 60%
Smoothing Group Verts - #: 11827 63%
Color Vertices - #: 7532 100%
Material ID Verts - #: 7667 98%
Two Sided Material Verts - #: 0
The number of Texture Verts (How a game sees them) is: 12,483
The number of Mesh Verts (How a 3D content creation app displays them) is: 7,532
Is this acceptable? Too much? Too little?
Blue areas are in the 0-1 space. Green areas are mirrored (using symmetry) and are 1 unit outside the 0-1 space.
Are there areas with too much geometric detail or too little?
The UVs
The UVs for this mesh have been placed on two 2048x2048 UV islands. Is this too much texture space? The Body UVs make up most but not all of the UVs for the body. The Legs UVs contain all of the UVs for the legs and some for the body.
That's it for now.
Replies
For example:
Also you don't really need to give that much info for the polycount; you seem really hung up on this. Just be efficient and make some art.
I'll see what I can do.
Better? I've gotten rid of everything I could. Everything else is tied to the shape of the mesh, there to prevent n-gons, or used to prevent interpolation issues in the normal map.
I've also changed it so that most of the mesh has unique texture space (green areas have mirrored UVs).
I'll be leaning towards realistic but he won't be clean. I'll be dirtying him up once I get the base color, gloss, and specularity dialed in.