3rd Party Models/Media Chat / Tips for a WIP Charactor

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Tomahawk
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Posted: 16th May 2016 19:38 Edited at: 16th May 2016 19:39
Hi Guys,
I am attempting my first character, I am working in blender and hope to make it GameGuru ready, I am just looking for some tips on where to improve my model for my goals.

I am assuming my poly count is WAY to high - 24,000
The thing is, the face and hands alone are 12,000
but the gun in the holster needs to be redone so it is a lower poly count, it is at 3,000 right now
Other then that my character is only 3,000 poly's
and the boots at 2,500 combined.

I am just looking for some tips on how to make sure he is game guru ready, before I begin UV mapping and such.

So anyway my model is a US policeman, here are some pictures.







Thank you for any and all help.

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granada
Forum Support
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Joined: 27th Aug 2002
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Posted: 16th May 2016 21:38
Not seeing pics here .

Dave
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Tomahawk
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Posted: 16th May 2016 22:25
Thats weird, I will I can see them, I will attach them as well.
Pasquill
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Posted: 16th May 2016 23:26
To lower the poly count of the head and hands, why not detach the head and hands into a seperate mesh (select said polys and press P) Then add a decimate modifier (Modifier tab, add modifier, decimate) and slide the bar till your happy with the poly count/quality.
Tomahawk
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Posted: 17th May 2016 02:44
Quote: "To lower the poly count of the head and hands, why not detach the head and hands into a seperate mesh (select said polys and press P) Then add a decimate modifier (Modifier tab, add modifier, decimate) and slide the bar till your happy with the poly count/quality."


Thank you, Is there a good polycount I should be aiming for a character in GG
Jerry Tremble
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Posted: 17th May 2016 04:21 Edited at: 17th May 2016 04:23
Quote: " Is there a good polycount I should be aiming for a character in GG"


<22,000. I have not actually had this confirmed to 100% accuracy, but it's around that number. (It's a computer, so 22000 is pretty arbitrary!) Every model I've made with over 23000 has either crashed GG or just looked really bizarre. As of late while messing around with Fuse I've decimated with a target of 21500 and have had no problems. I've read somewhere, back in the early part of this century, that the polygon limit of a directx 9 object was around 65,000 triangles. Of course, 65,000 would be absurd for a game character; more along the lines of a single render, but I've always wondered why GG, FPSC Reloaded, FPSC Classic, and DBPro would crash if a character was over that (approximate) number. I have asked, but apparently the persons who know never saw my question. I have assumed that it may have something to do with the .dbo format, which is a more optimized version of the same object. I hope that the FBX format along with DX11 will allow more versatility to the polygon count, but only time will tell. Today's machines can handle it easily, and from the couple articles I've read, DX12 can handle 6-10 times the number of polys that DX11 can.
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JackalHead
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Posted: 22nd May 2016 04:38 Edited at: 22nd May 2016 04:44
I wouldnt go over 11k on anything. Thats what normal maps are for. To get that detail that you cant get by modeling. I hope to see tessellation added to GG to get that extra high poly feel on normal map detail. Example The Witcher
Geralt - 10,875


"So let it be written; so let it be done."
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