Hi, I’m in the process of hiring someone to model and animate a character for me that I plan to use in an iPhone game, apart from the obvious polycount issues is there anything else I should be aware of?
I remember reading that only certain types of bones/animations are supported?
If theres anything else you know I’d really appreciate it, theres nothing worse than getting to the end of a project and finding out you’ve made a big mistake
another thing to keep in mind is that they are mobiles, not just slow desktop pcs, so keep the vertex but also and especially the bone count within reasonable borders
Dont make complicated rigs. Use the bare minimum. Like 3 joints for arm + hand.
Don´t use hard edges in the model, as they appear aliased and double the vertices that make the hard edge.
Minimize texture seams as every Seam will double the corresponding vertice and appear aliased. Best would be something like a tigerfurcarpet, but thats often hard to achieve and will likely make textureing harder.
look up the blog of 3dninja, the gui wrote an excellent book : “3D game art for the iphone with unity featuring blender and Modo pipelines”. Its emphasize is about understanding what i mentioned above plus modeling a game character, rig and animate it, model and texture a level, use beast lightmapping.
On his website is more information and also some videos.
Also he is modeling with modo and animationg with blender, those steps can easily be applied to other 3dpackages.