2002/11/09 21:22:34 PST by Temporal [manager] |
Hmm... well, it certainly looks nice, but there's other factors to consider here.
The detail level needs to be reduced, big time. I don't think we can afford to spend polygons on the eyebrows... the ears should be no more than 10 polies total (if that)... etc. Eyebrows can be textured on, as can all the minute facial details.
And, yes, I know I said we could do dynamic LOD via NURBS and mesh reduction (this is all assuming we do 3D, of course), but that doesn't mean we should be making excessively detailed models... If you put in too much detail, the algorithms will have a hard time reducing it.
For example, reducing NURBS is easy until there's only one polygon per NURB patch left, at which point it becomes much harder... the lowest detail level the engine will use would be used when the character is very far away, so it should be very low detail... certainly not so high as to be spending polygons on ears. As for mesh reduction, it should be able to reduce the model alright, but it will cause some distortion, especially if you start with excessive detail levels... so if you are going with meshes, try to model at the highest level of detail that will actually show up in the game... like, on a close-up of a character's face... Well, I know that all depends on how much detail we decide the game should have, which in turn depends on what sort of hardware is available when we finish it, which at present no one really knows. But... yeah... use your judgement.
Maybe you are just playing around, in which case feel free to continue... I'm just saying that if you intend for us to actually use this in the game, you're going to have to make some drastic reductions... it would probably be best to use lower detail from the start.