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Author Topic: Hi! I'm new... and lost.  (Read 13131 times)

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Hellboy

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Re: Hi! I'm new... and lost.
« Reply #15 on: August 25, 2012, 04:22:45 AM »

Thanks! I'll dedicate the weekend to do my firsts steps with 3D characters and this will be a very helpful!!  ::rock
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Hellboy

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Re: Hi! I'm new... and lost.
« Reply #16 on: November 18, 2012, 06:31:09 AM »

Hi again!

I am finally working on my first 3D character. I have a base mesh I’d like to shape into different characters, probably adding some more polygons in the process evidently.
The model has 1006 polygons right now.
What amount of polygons do you advise when creating the models? Do I have to take into account Wintermute’s or the machine’s capabilities?

Wintermute supports only the diffuse map right now right? I’ve read there is a version 2 of Wintermute on the works. You know if it will support normal maps? That would be so cool. :)

By the way, this is my current UV map. I know the head is too small and probably will have to put it separately.
Leaving that aside, do you think somethink like this is correct for a game character? I see characters usually have UVs with lots of islands crumpled all over probably to make the most of the available space. I thought like I did it would make it easier for me to create the textures, but I don't want to have troubles later.  ::slug
« Last Edit: November 18, 2012, 08:04:32 AM by Hellboy »
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keybone

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Re: Hi! I'm new... and lost.
« Reply #17 on: November 23, 2012, 07:45:58 PM »

good:)
only diffuse map, yes

for uw is better divide head from body..a free program very usefull for create uw is raod kill.

by ;)
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Hellboy

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Re: Hi! I'm new... and lost.
« Reply #18 on: November 24, 2012, 07:41:15 PM »

Thank you. I will check it out now!  ::rock
I'm thinking about subdividing the mesh once. That would make it like 4000 polygons I guess, I hope that's fine for a Wintermute actor.  :o
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keybone

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Re: Hi! I'm new... and lost.
« Reply #19 on: December 02, 2012, 06:19:43 PM »

4000 poly are ok  ;)
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