by Garrador on Fri Sep 14, 2012 7:15 am
Nice work indeed!
Here is some feedback;
I see a _lot_ of improvements that can be made to the triangle count. Even if the engine handles it, you should really consider improving your workflow, as this is excessive.
There is a reason for why bumpmapping and shaders alike were invented. Always reduce as much as you can without making it look bad.
Like the monkey's lips (and other parts on him) for instance. Those need not be geometry at all. Two words: bump map.
Not sure about it's size in-game, but from the looks of it, it's not that large, thus less detail is needed.
Consider a few factors:
- If you like small details like that, like I do, create a HP model and bake from that to get nice, accurate normals.
- If the prop is large in size, more detail is needed (depends on the complexity of course)
- If the prop is small in size, less is needed. Then you could do most in the normal map, as it will be hard to tell the difference in game
- If the prop is a typical "fill-space" prop, like a lantern, twig cluster, food can etc, avoid any details at all, really. Normal maps will suffice for the most part, as long as they are really small in size. Larger fill-in props obviously demand more detail to look good.
- Look at your prop's edgeflow and geometry and decide if some edgeloops can be removed whilst still retaining it's basic shape. I see tons of edgeloops that can be removed on every prop, plus rounding off a lot of concave shapes and utilizing normals instead.
All in all, you can greatly reduce the polycount whilst still retaining the shapes you want. Utilize normal mapping and specular highlighting (+phong)!
For the texture maps: Some of them are larger than necessary, but often the diffuse makes up for extra optimization on props. Just make sure the resolution and detail-level is consistent in game, and don't get a ugly contrast between a small "useless" prop, and a larger more dominant one. Have it uniform across the board!
Also, for small props that are almost always used together or in the same area (fill-in details), try mixing the UV's of them all into one, a tad larger texture sheet. Takes the engine less loading by only loading it into memory once, than several pieces for several small props.
The diffuse painting itself is excellent! Love the style of the models and the texture, so quality is not the issue at all. Just consider the more technical parts of it as well.
- Oyvind
You click on Build or type
make (or some equivalent), and you are astonished, then mortified, as you realize that the whole world is being
recompiled and relinked!
- Scott Meyers