Working on a model right now for Queen of Pain and was curious what people have done with the wing-flap. Is it worth remodeling the wings or utilizing the existing 90 tri wing-flap?
I'd like to use the existing animations and I'm curious if its better to retopo the wings or if anyone has any experience with cutting down the poly-count on them.
Any thoughts?
Replies
Basically, are the flaps that come with the base model the most efficient modeling of those flaps or can you save poly count and still utilize the existing animations and have it look good?
What have other people done with the wing-flaps.
So yeah, you need to model your own and create geometry for both sides, which you can do by just duplicating the faces on one side and inverting normals.
Well, you're not really supposed to make use of any of the previous geometry. Sure you can, but Valve may not like that, and it's kinda pointless IMO to reuse things from the default loadout.
But yeah, anything you create needs two layers of geometry.
Also I look at sets like this:
http://www.polycount.com/forum/showthread.php?t=128804&highlight=QoP&page=4
Which appears to be a single layer of geo for the flaps.
Guess I'll build out the flaps and see how bad it is, import the base-mesh into the engine with some crude weighting and see how the animations look. Probably the best way to handle it once I get the poly-count worked out.
Yes, Valve did use a single layer of geometry because they make everything double-sided through the VMT, but we can't, or perhaps shouldn't do that. It's not really possible to tell from that link if that particular mesh is double sided, because after all, it's the exact same geometry on the same place (or with some very slight position change) with inverted normals, so you can't really tell by just looking at a lowpoly.
I worked on some wings for Queen of Pain before, which are actually in game, and I had to duplicate everything and invert normals for the backside. Her wings have a pretty decent budget, so it's honestly not something you should really be concerned.
No worries! I had the same concerns about the wings I linked, and in the end everything turned out really well, with animations working out smoothly.
Just do it before rigging and 'push' the verts out a bit so they aren't in exact same space (or you'll get clipping most likely)
If you use 'double sided' on a material, it just recreates those polys automatically, it doesn't save anything in game.
Copying and reversing normals is what one would usually do.