![]() even those using your model may end up wanting mine as a lower LOD for the distance. The more proxys the better as there is then more choice for everyone. The MH team would be delighted to see that as would I. That said, if you have the time you should retopo the original MH base mesh yourself to a resolution that would suit you more, maybe 1.5-3k polys. I wanted to support the biggest numbers of people. Sure current Gen games have 12k (Gears of war), 15k (Metal Gear Solid 4) or even 80k (Uncharted 2) models these days but most indie game makers can’t really use that. ![]() I chose that resolution because it is most transferable. It was the only way I could preserve the form without spaming loop cuts throughout the model. Tris have their place in realtime models. Great work though I don’t know why I’ve never though of this!ĮDIT: just downloaded the lastest makehuman build. Maybe make a mesh in the 2k range? If not I suppose a simple subdivision surface would work, but it’s be a lot cleaner to have a 2k base mesh. My characters are usually between 1,500 - 3,000 polys each. What’s the purpose of those? Also I didn’t check the medium vert one, but 778 is pretty low poly for a next gen game. 1628926’]Sounds good ! But I see some nasty tris down on the upper thighs. This image uses two exports of the topology I submitted with an un-retouched normal bake You can try out the new proxys in the most recent nightly build of MakeHuman.
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