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Question regarding modeling for video game industry.

Hi guys! I have a question regarding modeling for video game industry.

First, Does modeler need to know about rigging? I've been posing my character in Zbrush but
while doing it, I was worried if it needs to be rigged in Max or Maya for my Portfolio.

Second, for my character I've been using two 2k texure sheet and 20000 to 60000 tri. Additionally, if there's a
weapon, I'd use one more 1k texture sheet just for the weapon. Is this considered
too high or is this fine? I saw some people put hair on different texture sheet and some people put it in
together with other parts.. I'm just really confused.

So in short,
1) As a modeler working on his portfolio, do I need to rig my characters in 3dsMax or Maya?
2) Is my tri count okay or too much? How many do you guys use on avg?
3) Is it okay to use two 2k texture sheets for my character, and 1k texture sheet for my weapon? How many do you guys normally use?
4) Do I need to put hair on different texture sheet?


I'd really appreciate your reply, Thank you for your time!

Replies

  • EarthQuake
    1. You don't necessarily need to rig your characters but you should understand the fundamentals of rigging to ensure you've created proper topology for animation.

    2&3. Depends on too many variables really. Target hardware, type of game, how close you will get to character, etc.

    4. Not necessarily, but it makes a lot of sense to do so. First off, if you need alpha for your hair, that will double the texture memory for the diffuse map (RGB+A is twice the memory when compressed with DXT5 than RGB). So if you can use a smaller, separate map for just the hair that is more efficient. Otherwise if your hair only takes up 15% of a large texture but doubles the memory of that texture, thats pretty inefficient. Also hair generally needs to have a different material (alpha blending is expensive and should only be used where needed) so having another texture for hair doesn't have many drawbacks.
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