At this point in the development of my character I feel that I should be very close to finishing the modelling and sculpturing stage. After I sort out the UV’s to my low polygon mesh, I can import the low polygon version and normal map into Unreal ED for a quick test.
Once everything is done, if I give the character a quick test in the engine I can quickly resolve any errors that may occur in the transfer process.
I need to start getting very familiar with the Unreal Editor because I have not used it before and I only know the theory of how to import characters from what I have read on the Epic forums.
However before the I start the transfer process, I want to check with an expert if the model is fit enough to be imported into Unreal and at the moment I can see that my character is over the triangle budget which was 8000 – 12000 triangles.
At the moment my character is over 18000 triangles, which will mean that I need to cut back 6000 triangles before my character is ready for testing.
I asked Nick Sadler if he could take me through what areas I need to cut back on (see pictures).
First of all Nick gave me an excellent lecture on why it is important to save as many polygons as possible and he explained how much information is held on a single polygon. Nick also to explained that it is very important to keep in mind what is viewable to gamers when they see your character from a 3rd person perspective.
Nick took a closer look at parts of the model and made me realise how much polygons/ triangles I can save and what detail will never be seen.
From the lecture that Nick gave me I realised what areas of the model needs less detail and I stayed up all night correcting my mistakes.
Now the character is down to 12300 triangles and the hard work is paying off check it out.
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