I've been slowly learning to model and i've been really careful attempting not to overdue the amount of verticeis i used however i still ended up with about 22360 faces final model without head and 1418 faces without head or subsurf though it does look a lot better with subsurf on can someone tell me if this is way too much for a game in where i was planning to clone this character for each player and use as the main character?
would you need pics to decide??
If it helps, for the game we were making at NC, our polycount for a main character was (in total) somewhere around 1,500 to 2,000. We had a great artist though who really knew how to effectively get down the polycount without sacrificing quality.
renanse said:
If it helps, for the game we were making at NC, our polycount for a main character was (in total) somewhere around 1,500 to 2,000. We had a great artist though who really knew how to effectively get down the polycount without sacrificing quality.
o.0 wow thats definitely a difference, however seeing that he's a skilled professional and i only did it because of lack of 3d artist yet many 2D artist maybe i should just stick with the noSubsurfed one, make a head under 500 and use poly Reducer a couple times and hopefully it will be acceptable to put in a game thats looking to keep its poly count down
noSubsurf

Subsurf

Probably with a head <500 polys and a bit of work on the torso and neck area, that will look nice when textured up and at 2000-2500 polys it is perfectly reasonable.
22k is probably too much (it's not by any means outrageous these days but probably well over what most people should aim at).
Check out your model after you have textured it, I think you will find that the top model (no-subsurf) looks a lot better than you thought (also, setting the mesh to smooth blending will help)…
(modelers generally use Z-Brushing techniques and Normal Mapping to achieve a smother mesh; rather than actually modeling it. One dis-advantage of subsurfing is that there is much higher number of verts that must be updated during animations…)
One other thing, you may want to look at some animation tutorials before going further. I wonder if you may have problems later when you try to add the skeleton and its not in a 'standard' rest pose…
basixs said:
Check out your model after you have textured it, I think you will find that the top model (no-subsurf) looks a lot better than you thought (also, setting the mesh to smooth blending will help)...
(modelers generally use Z-Brushing techniques and Normal Mapping to achieve a smother mesh; rather than actually modeling it. One dis-advantage of subsurfing is that there is much higher number of verts that must be updated during animations...)
Thank you for the advice i'm still not to keen on normal and bump mapping and how they work just what they are. and I understand why it would be better to use the version without subsurfing. :)
I've never heard of the Z-brushing technique i only heard of the program that i've never used i guess i'll have to look into it well that and baking
basixs said:
One other thing, you may want to look at some animation tutorials before going further. I wonder if you may have problems later when you try to add the skeleton and its not in a 'standard' rest pose...
I've rigged and animated a character before and had a lot of fun doing it though the model at the time was extremely ugly. Though i'm definitely not a guru at it i'm pretty sure that once i skin the armature i shouldn't really have any issues animating please correct me if i'm wrong
thnx basixs,renanse and alric