it's true some engines support higher polycounts than others, but it really depends on the type of game. HL2 was a FPS, for example. World of Warcraft is a MMOG and they're characters and creatures are signifigantly lower poly. RTS's would be even lower. Etc.
wow, some of the ideas have come on a heck of a lot in 2 weeks
Not really got back into anything since getting back but have created a solid model out of the robot, added a basic breastplate impression and cut down the tris to about 3200 (again more for practice than anything else).
Had a go at smooth binding the skin to a skeleton but have been having real problems with areas going crazy and the arms going all over. Will be having a look at the rigid binding tutorial of mr mckinley this week and hope that it might help.
Having a nightmare with rigging at the minute and will probably need to do a fair few tutorials to understand how to get proper control of joints etc.. Definately realising that the hands and arms need to be correctly set out before going anywhere near setting poses up.
Here's another concept pose (with quickly sketched in lighting) based on what I've currently got. It's not great but starts bringing all the elements together.
Cool stuff. I'd say try to keep game models 5,000-7,000 tris for now, although they will be going up... it depends on the character too, whether its a main character model or not. I am new to game model creation though, but I thought any input may help.
Thanks for the info on game tris too, I'd like to try and get into game modding (just the modelling/texturing/animating) in the future as everything I read about 3D jobs seem to say that you need commercial experience and that the market is heavily saturated.
If anyone has seen any tutorials on creating lighting effects like lightning then please let me know!
I'm currently thinking that the lightning could be similar to the glow that a lightsaber would emit but would be far brighter (is that completely wrong?)
I just checked it out; there is lightning in the paint effects tool. Go to Rendering mode > Paint Effects > Get Brush > electrical > Lightning. There are many different types of paint effects. I only used the grass and trees so far, but they are pretty cool, and you can turn them into poly mesh I believe. After you create the lightning you can probably change how it looks by using the Attribute Editor. Good luck...
Cheers for that Joe, I'll have a look on the train back tonight
Added a bit more lightning in now and have started messing with lights to give the reflection effect needed on the robot. It was a scary thought messing with lighting but I think it might become addictive...
another slight update, added a few more lightning strikes and also been playing with volume lighting (I think its that one, cant remember) to get more contrast on the huddled man.
Added a bit of light around the robot to give the lightning effect (as you can probably tell I'm groping around trying to figure out the basics of this lighting thingy)
Are there such things as tutorials on general lighting techniques???
and a smoothed version with a test background in (not the one I'm going to use)
I've decided I'm going to change the pose of the robot more to a defiant fist raised 'loathing' attempt as I'd originally thought. Will try and get some done tomorrow.
After that I want to finalise the camera position and lighting and then go and try to learn how to UV map these babies.
If that works then I'm all spent on this challenge and will be going back to tutorial learning :p
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