Nicool
05-14-2004, 04:41 PM
Hye,
(damn that is the second time I write this thread because of the CGtalk hacking)
I going to get a place in game design team for an internship... If only I prouve them I am able to design a full game character (cause I am coming from classic CG). I have read some lines about game character creation online... So here is the character I started. My first one, not really stylized sure ( but I am going to create a couple modeling the same character female style ).
- Modeling : ~520 polys. Sure I could go higher (for newer platform), but that still a good exercice. Looking at any game design porfolio, I saw that triangulate the mesh is not as important (knowing it will be done on baking). Maybe the has not the best topology? (note : I have turn hard or soft some edges to imporve the mesh looking since I rewrote this message)
- UV layout : I don't find some good information to perform the UV layout. Looking at QuakeIII file, I saw (because of the md3 specs) that several 512² maps are used. I want to use one 512². Using Maya, I know there is a tool called like "LayoutUVs" , but I think it place the peaces the better way according to a lot of parameters and the scaling given by the user for each parts. So here is the one I have chosen finaly (the body connected to the leg on right, the arm under the head on left)...
http://ndhaussy.free.fr/temp/tempIMAGES/UVLayout.jpg
- Texturing : here it become harder to me. I found a lot of tutorials demonstrating it to be easy... But I have to train myself. I found a tutorial advising to bake the lighting on a map to get some data to start painting (good idea).
Need your help to have this character to look good
http://ndhaussy.free.fr/temp/tempIMAGES/modeledWiredUVed.jpg
(damn that is the second time I write this thread because of the CGtalk hacking)
I going to get a place in game design team for an internship... If only I prouve them I am able to design a full game character (cause I am coming from classic CG). I have read some lines about game character creation online... So here is the character I started. My first one, not really stylized sure ( but I am going to create a couple modeling the same character female style ).
- Modeling : ~520 polys. Sure I could go higher (for newer platform), but that still a good exercice. Looking at any game design porfolio, I saw that triangulate the mesh is not as important (knowing it will be done on baking). Maybe the has not the best topology? (note : I have turn hard or soft some edges to imporve the mesh looking since I rewrote this message)
- UV layout : I don't find some good information to perform the UV layout. Looking at QuakeIII file, I saw (because of the md3 specs) that several 512² maps are used. I want to use one 512². Using Maya, I know there is a tool called like "LayoutUVs" , but I think it place the peaces the better way according to a lot of parameters and the scaling given by the user for each parts. So here is the one I have chosen finaly (the body connected to the leg on right, the arm under the head on left)...
http://ndhaussy.free.fr/temp/tempIMAGES/UVLayout.jpg
- Texturing : here it become harder to me. I found a lot of tutorials demonstrating it to be easy... But I have to train myself. I found a tutorial advising to bake the lighting on a map to get some data to start painting (good idea).
Need your help to have this character to look good
http://ndhaussy.free.fr/temp/tempIMAGES/modeledWiredUVed.jpg
