Here is the current model I'm working on. I'm really new to modeling so I made a ton of mistakes along way, rebuilt everything a couple of times etc. It's finally at a point where I happy with the look, but unfortunately I have to find a way of removing 10k tris.
It's currently at 20k, but I want to get poly count to the dominance war specs <10k.
Suggestions would be greatly appreciated (i'll post the mesh in a bit):
Replies
alternatively you could get rid of the head and make that an alpha plane - saves you 5000 polies right there.
1) What do you mean by float?
2) are you suggesting making the belt rings 3 sided instead of four?
2 yeah, this wouldnt work too well with alpha planes because they'd be invisible from profile view. but since they're thin wire objects they dont need a lot of shape
You did a great job completing the mesh, now comes the part i warned you about. Optimizations.
I'd say try and get rid of the bevels/extrusions on the boots and gloves. Only keep the ones that enhance the silhouette: the spaulders and maybe the gauntlets. You can fake most of the geo you have with textures.
For example, take a look at Guild Wars ingame armor art. I know it's lower poly than what you were shootin' for, but this is a good example of how textures can take a model to the next level.
@d00kie: thats a good point about the silhouette, I might have been over zealous during the optimization stage.
I have a question : should most of, or the entire mesh be one piece? currently the armor is separate from the head, the legs, arms are separate etc. is there a standard practice?
thanks!
I'm sure there's other ways of going about it, but that's the way I've always done it.
and yesh you want to be at a finalized state before you start unwrapping.
You do some trial and error and find a way you like for your workflow. Alot of artists have different ways of going about completing work, im just sharing some of my processes.
I use Maya's UV Texture Editor and you can take multiple seperate meshes and lay the UVS out on the uv space. When you combine the meshes together in the end, they'll all share that space and become 256x256, 512x512, etc. That's what I mean by modeling and unwrapping separately.
thanks!