Hey all, let’s open a thread to discuss and post the 3D models we will create to decorate, differentiate and make more unique the characters that roam the town in the game.
Hats, bracelets, earrings, pins, wigs, masks, and potentially tools to hold, anything you can fit on the 3D model in a sensible way (i.e. we can’t swap clothes, that would require the clothing to be a separate 3D mesh - which is not).
Nice! But I need to ask you for a few tweaks before I can accept it:
Can you reduce the polygons a bit? It’s currently 1472, could it be around 900-850? I think the top especially has a lot of unneeded loops.
At the same time, the cap has a hole inside. I would say we should cap it, so we can use the cap in another situation. Or they can take it off. You can put way less polygons inside.
There is a lot of waste on the texture, which is currently a 2048x2048. Can we reduce it to 512?
It was around 900 before you asked me to make it double sided. I also doubled the texture for making it double sided. And I left the hole on the inside to save polygons - else of course making it double sided would have exactly doubled the amount of triangles.
But as you like - I will submit a new pull request for a low quality sombrero. Because reducing polygons comes at a price, of cause.
Hey @iMakega , things are still (and will be) constantly taking shape as we figure out more details about the town and missions we are making. My guess is that we are not going for something too modern (again…my guess) , but the current blue-sky thinking phase of the discussions points towards a basic structure, introducing some inventions mainly related to cooking of course. Who knows, maybe they have invented a watch, it would definitely help them with cooking! Maybe we could have our own equivalent of the “White Rabbit” from Alice in wonderland, a nervous-muttering character that makes sure everything is done on time, encountered at various scenes. This is just an idea I got on a whim.
If you’d like to have a general overview of what has been thrown in the table so far by various discussions on different related threads, there is a community-driven free online collaborative platform (Chop Chop's universe (community contributions) | Lucidspark ) you could take a look on (and even add something yourself, after making a relevant post to the forums first to contribute to the discussions). This is non-official of course, which means nothing should be taken for granted but it might give some inspiration for accessories.
Have you thought about using some tiling? The texture is the same all around, after all. You could probably organise the UVs so that the texture repeats many times all around, and thus you’d get the same quality for a fraction of the cost.
That hairdo is super fun! Good job!
And yes, it’s a lot of polygons, but it’s so good I can’t say but yes.
Don’t get me wrong, there’s a reason why we’re trying to stay low with the polygons: this is an empty scene, no scenery almost, but once the full game is running, every polygon we have saved will count!
Not when the UVs are used for Albedo/Colour, only when used for lightmapping (often called “secondary UVs”). So it’s not an issue in this case, you can tile if it saves you texture space!
In this project the secondary UVs are always generated by Unity when baking (when the parameter “Generate Lightmap UVs” is checked on the .fbx’s import settings). I don’t think any object has hand-authored secondary UVs.
What do you guys think about masks? I started working on this one:
Not sure how many polygons are too many (or to low)…
I made a low poly model, applied subdivision, and then decimate.
Edit: so I just found out about averaging normals and smoth shade! It makes things much rounder with so little effort!
Anyway, accepting feedback before moving to texturing
It’s quite cool! Do you plan to keep it with that lowpoly look, or do you plan to smooth it?
(and when I say smooth I mean the normals, not to add more polygons)
If you keep it with the hard normals like that, it can look like chiseled wood.
One thing you could do is to remove some edges on the inside. Then you could save a lot?
Sure the rounding is a good thing, but not for everything - think about what you a want to express on that edge. If someone went through the trouble to carve out those teeth - instead of a straight line for a mouth that would have been easier, he would not round them afterwards, they look kind of blunt and worn off rounded. In case you are using Blender you can also define for the selected edges whether you want them sharp or round (I guess you possibly can with other modelling tools too - I just don’t know them that much).