CGTalk > Techniques > Modeling
Login register
Thread Closed share thread « Previous Thread | Next Thread »  
 
Thread Tools Search this Thread Display Modes
Old 02-20-2010, 12:09 PM   #1
Daz
Soul of a Machine
portfolio
Daryl Petty
Sydney, Australia
 
Join Date: Sep 2003
Posts: 310
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
__________________
|| www.dazpetty.com ||
 
Old 02-21-2010, 02:05 AM   #2
EricChadwick
Lord of the posts
 
EricChadwick's Avatar
veteran game artist
USA
 
Join Date: Sep 2002
Posts: 3,735
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
 
Old 02-21-2010, 02:05 AM   #3
CGTalk Moderation
Lord of the posts
CGTalk Forum Leader
 
Join Date: Sep 2003
Posts: 1,066,481
Thread automatically closed

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
__________________
CGTalk Policy/Legalities
Note that as CGTalk Members, you agree to the terms and conditions of using this website.
 
Thread Closed share thread


Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
CGSociety
Society of Digital Artists
www.cgsociety.org

Powered by vBulletin
Copyright 2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump
Miscellaneous

All times are GMT. The time now is 02:17 PM.


Powered by vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.