Teeth, Eyes and Tounge, same as main body model or different?

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  02 February 2010
Teeth, Eyes and Tounge, same as main body model or different?

People probably aren't going to notice if theres poly interpolation bettween the gums and the head of your character, same with the tounge and the eyes usualy have polygon interpolation with the eye lids; so do you think its ok to keep the eyes teeth and tounge as different models from the main body model? What makes you comfortable? and how does it influence rigs? and how does it influence normal mapping in mudbox or zbrush?

Should'nt the maps of such channels be kept on the side of the same texture map, but UVed and Normaled seperatelly to save loading up to 3 extra texture maps?... thats what I'm thinking. - I want these models in the Unreal Development Kit.


Anyway, how has it worked in your pipelines?

_Razo
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  02 February 2010
When using models in a game engine, the less separate models the better, for performance reasons. So the skin, eyes, teeth/gums, and tongue, can each be separate elements of the same model. Better to not weld the vertices together, keeps it easier to weight them to their bones, and to edit later. Only weld where the seams matter, like ears to the head.

For normal mapping, you can separate the elements at baking time, to avoid overlaps. SOme info here FWIW...
http://wiki.polycount.net/Normal_Map
 
  02 February 2010
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