Technical requirements for whole character model.
You will be assisted in gathering a collection of photographs of
yourself to complete the task, however sourcing other reference is highly
advised.
·
Scale:
Centimetres. All models must be built using this scale. one unit = one centimetre. Using a real world measurement makes it easier to
match and check scales of objects, e.g. a head is around 30cm tall.
·
Polygon
Count: 10,000 triangles. Be
careful you are counting triangles and not quads. “Polygon” is often used to
describe both quads and triangles, which is confusing. Your budget is 10,000 triangles, (make sure
you use the ‘count triangles’ option in the Max Polygon Counter.) Remember you are creating
a non-player character, these tend to be much lower than the playable ones. To
give an idea of polycount used in games today see here.
·
Texture
Space: 3 RGB texture @ 2048x2048
pixels square. Save
as .png. You will need to produce one
diffuse (colour), one normal, and one specular texture map only.
·
Efficient
use of Polygon budget: Polygons should be distributed
intelligently through your model so there is greater polygon density in areas
with more detail. This must not be done at the expense of making other areas of
the model look too simple or ‘choppy’.
Reference pictures of myself for modelling task ahead. (these shots aren't meant to look glamorous.)
Because I am pregnant in these pictures I feel that it would be easier if I model the character pregnant.
(Update... 20.01.14)
Currently this is what the underlying models body looks like, however after looking at it close there are triangles which don't actually need to be there. This model is going into Mudbox 2014, and will only be a posed for show character. No rigging, no animation.
(Update 27.01.14)
Currently the character is still below the triangle count and has lots of room for improvement, i eventually got rid of the legs on this model because they took up unnecessary triangles from my budget. Simply because this model would never be a main character in a game, the legs aren't necessary however if it was a main character i may have kept the legs up until the knee joint. This would still allow for good rigging and animations.
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