ingame, every character is prerendered sprites, even the huuuuuge owl Kuro is one sprite running at 30fps, still madness thinking about it. So deformable topology is much more important than saving polygons. in fact, every character is subdivided as well. so a character rendered out to the spritesheets will have a lot more…
Pre-defining smoothing groups is fine, but you're basically just adding a step that you are going to re-visit anyway. If you are taking the time to select a range of polygons that you want to define as a SG (and therefore a UV shell later), just cut out the middle man and project/unfold those polygons right away instead.…
Agree about the design. Chuckled a little bit when i looked at it. It does look like 4 different guns mashed together. Haveing 3 maps for this is a bit silly. A map for the clip? Really? It makes sence though considering how many polygons your working with. You do one thing wrong and the rest just follows along. If you…
The neck seems to be really pushed forward. Path out where his spine is and you'll get a better idea of where to place the neck. The ~3,800 polygons you used on him aren't contributing much to his silhouette. A lot of it comes from experience, though. The less polygons you have to work with, the more you'll see where to…
Hey, nice model. I like the sense of weight and solidity it has. You can use separate meshes in Unreal Tournament 2k3/2k4. So yes, you can break up your mesh into pieces and link each piece to a bone, this is probably the best way of doing mechanical things. As long as you make sure that the bone's pivot point is located…
Select the polygons on the face that you want to apply blendshapes to, selecting a bit extra outside this area that you won't be editing. Polygons Menu - Edit Mesh > Duplicate Face □ > Settings: Seperate duplicated faces (checked), Offset: 0 Do not move the duplicated faces. Deselect them, then select your full character,…
[ QUOTE ] Generally our guys get handed a fairly loose colour concept. A posed 3/4 view that our AD and EP has signed off on. Generally that's what they ( and I ) have to model from. [/ QUOTE ] Yeah, I've never understood that, since basically you're using a linear medium, polygonal modeling, and you're trying to model…
Worrying about raw polygon counts is a thing of the past as long as it's kept realistic. The real bottlenecks on the modern machines are state changes, fillrate, shaders, etc. Also, some of the numbers up at the top of the thread are very low. I play PS2 games that have up to 7 people on screen at once with ~10k polygons…
Hello guys, I've been working on a personal project to create a Mario Box from scratch using Blender and Zbrush. And now I'm at the retopology moment with serious problems because it is a part that I'm completely noob about. So I've been having issues with how to connect the vertex, trying to get as few polygons as…
Landmark Asset Production (LAP) Job description low polygon modeler with an excellent eye for optimization of detailed hard surfaced buildings / landmarks. Ideal candidate has worked in low-polygon production pipeline and is used to producing fast, high quality results on a consistent basis. All models will consist of…