Ok I am quite new user here , recently purchase this damn good unity to start me and one of my old friend coder ( I love coding too but I prefer let it to people how know what they do ^^).
So we start a 2.5D game , will be a mix of arcade/plateform ( vertical and Horizontal scrolling ) style action in a heroic fantasy world.
Here is one of the first character ( a bad guy ).
Still need some finish for texture and get him moving, about 3250 polys , i could more optimize this , but as a Iphone version will come too , I will have opportunity to shrink them down later.
Well this is going to be a quite long thread I guess, and I will update with art and soon as we can some ingame screen and playable demo ( for beta testing ^^), but we have a long road before that.
Hey… looking good man! what 3d application are you using?
one suggestion I would have is to alter the topology of the elbows (or more specifically the inside of the elbows…
I’ve drawn a little doodle to help explain what I mean… it basically ensures that your arms deform better when animating… and saves you a few precious polys
Actually i wouldn´t do that, because quads always shade better than tris and allow better normal-mapping and high poly reference creation.
The elbow is in fact a very critical area, but I totally disagree here with you, Joe (no offense), looped topology will definitly animate cleaner as shown in all AAA Titles for years now. The days of ultra low poly modelling are over for sure.
Would the same still apply for an iPhone deployment?
I guess my training was all very focused into low poly work and this is the way I was taught… I really need to spend some time getting up to speed with current best practice.
Now that I have started working with unity 9-5 most of my time has been spent learning to program from scratch so 3d has had to go onto the backburner…
someone invent a way of freezing time so I can get everything done I need to do!
And hey… its never bad to know the good ole stuff. I like low poly modelling a lot, because its a fast and intuitive process. And less can mean a lot more, as always in a design process.
If you look at a modern game character like in gears of war for example, they sum up to about 12.000 Polygons per model, wich is, in my opinion absolutly unneccessary for you can create a real smooth character with around 8k Polys. So if you say you can save polygons, i am totally on your side. This was just the wrong example (still only in my opinion).
thanks for the input about low polycount theory, you are both right in fact , this is really about what you go for about your overall polycount.
As I said we will make also an Iphone version and for that I will completely revise the topology to get lower as I can, but keeping an overall smooth silhouette.
size of a model on iphone screen is quite small so everything from poly to texture can considerably be reduced.
But for the time being, we focus on polycount on screen at a given time rather than an average per model.
the way i did my elbow in fact is I generally make the inside interpenetrate to keep my volume for the forearm ,like so
about polycount and more generally , biohazard 5 will have 20 000 poly per character with something like 5000 poly only for the head, diabolic ^^
oh and to answer at the question of what soft I use, well XSI for all modeling, Zbrush for sculpt and 3Dcoat/photoshop for textures.
this is my arsenal actually ^^.
thanks , and I will post some update as I go along
yes the actual wip are all ennemy for the first level ho w will take place in a kind of scary forest/jungle ^^.
Yes Zbrsuh is not that cheap but compare to what I pay for XSI is kinda in a good range price , anyway without this tool I will not able to dress up so quickly character for the game.
Hey you know what , here go the 3rd character concept, I try to get a tree man feel, hope i will success a bit