My first character model
by Dan Keller · in Game Design and Creative Issues · 04/13/2007 (9:58 pm) · 5 replies
I made the head and arms in MakeHuman, and the rest in Blender. It's fully rigged, and has a preliminary texture. Blender's new "retopo" tool was very helpful in making the shirt. The polycount is a bit high (9k triangles), but I can probably still reduce the face and pants.
Smooth shading and textured:


Smooth shading and textured:


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#3
Big fat whopping caveat here... that statement really depends on your target system and the type of game you're creating.
Try using a 9k polycount avatar in an MMO or multiplayer shooter with 20+ players, and your framerate will degrade to a slideshow. =)
04/16/2007 (2:20 pm)
Quote:
Looks terrific! i wouldn't worry about the polycount, unless you're aiming for low-end machines. torque handles polys brilliantly.
Big fat whopping caveat here... that statement really depends on your target system and the type of game you're creating.
Try using a 9k polycount avatar in an MMO or multiplayer shooter with 20+ players, and your framerate will degrade to a slideshow. =)
#4
Some constructive criticism: The mouth doesn't appear to be closed in, but perhaps its just that particular shot. Also, Right below the front collar on the shirt, there is some weird shading that looks odd, unless this is intended.
Brilliant model though, it should look fantastic when finished.
04/16/2007 (4:48 pm)
Very nice model. And although the polycount is a bit high, you show off some excellent detail work. Some constructive criticism: The mouth doesn't appear to be closed in, but perhaps its just that particular shot. Also, Right below the front collar on the shirt, there is some weird shading that looks odd, unless this is intended.
Brilliant model though, it should look fantastic when finished.
#5
04/19/2007 (1:00 pm)
Quote:The mouth doesn't appear to be closed inI keep forgetting to fix that...
Quote:Right below the front collar on the shirt, there is some weird shading that looks oddThat's just from blender's smooth shading mode.
Quote:that statement really depends on your target system and the type of game you're creating.I'm doing a single-player shooter with at max probably ten or so characters visible at the same time. I will have to decrease the polys a bit, because there is a moderate framerate drop with just me and kork. Do you have any ideas as to what I should be aiming for polywise?
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