3d model character game idea characterFinal
final stage of concept 3d character,
im kinda okay with how it turned out, I took alot of time to make sure this model is funcional enough to be used for unity 3D.
allready rigged, and working on weight painting only! :D
onces finished, it should work correctly
im kinda okay with how it turned out, I took alot of time to make sure this model is funcional enough to be used for unity 3D.
allready rigged, and working on weight painting only! :D
onces finished, it should work correctly
Category Designs / General Furry Art
Species Reptilian (Other)
Size 1280 x 720px
File Size 113 kB
Yeah, Unity should open it, but it may go slow. I guess it depends on the machine.
I know on my laptop, it'll laugh at me and poot, lol.
I don't know how to do normal maps just yet, but can use this as a high res model.
And can make a duplicate of this model and I think use the decimate modifier to knock out some polys.
I know on my laptop, it'll laugh at me and poot, lol.
I don't know how to do normal maps just yet, but can use this as a high res model.
And can make a duplicate of this model and I think use the decimate modifier to knock out some polys.
The Tri number is almost always* the "QUADS" number x2 (which if I remember correctly, also takes into account modifiers~), and yeah~ :P You'll definitely want a lower resolution model for those platforms~ :)
Also don't forget game engines work with triangles, not quads, so it's good to know how many triangles your model has even when it's still quads.
* except in times when the model actually has triangles in points.
Also don't forget game engines work with triangles, not quads, so it's good to know how many triangles your model has even when it's still quads.
* except in times when the model actually has triangles in points.
No problem~! :D
Also, two easy ways you can reduce polys:
a) if you have an old save of an earlier version where you can disable the modifier (and possibly reduce polys further if needed)...
or
b) create a low poly version on top of your high poly model (as a separate mesh)...
... then "bake" the high poly onto the low poly to create a normal map that will transfer the details.
(You can follow this tut [url=]https://cgcookie.com/blender/2010/06/30/normal_maps_blender_2_5/]HERE[/url] if you don't know how to bake normals and see a good example of what they can do~)
Wellp, good luck with your game & modelling~! :D
Also, two easy ways you can reduce polys:
a) if you have an old save of an earlier version where you can disable the modifier (and possibly reduce polys further if needed)...
or
b) create a low poly version on top of your high poly model (as a separate mesh)...
... then "bake" the high poly onto the low poly to create a normal map that will transfer the details.
(You can follow this tut [url=]https://cgcookie.com/blender/2010/06/30/normal_maps_blender_2_5/]HERE[/url] if you don't know how to bake normals and see a good example of what they can do~)
Wellp, good luck with your game & modelling~! :D
... well that url formatting went AWOL, rofl, full link: https://cgcookie.com/blender/2010/0.....s_blender_2_5/
FA+

marcex
Comments