Hi. I’ve made this a few months ago to study some things and picked it up again to try rigging. Found a few problems along the way so, before starting a new full character, I’d like to have some fresh perspective on this one.
I realize that “game-readiness” depends on particular technical limitations of the target game which I didn’t have. So I set the polycount limit to roughly 20k (a little below UT3 and other action games of its time) and 1k/2k maps. Something for a hero/companion character that player can see and interact with up close. At least that was my thinking.
~19k tris, 17 maps, 75 deform bones, a few random shapekeys (corrective + expressions).
Am I doing something horribly wrong and where to go from here if I ever want to maybe start a portfolio(?) Haha, but that’s not very “focused” (but I still would like to know), so here’s a few less abstract questions that come to mind:
- Naturally, topology. Already made some notes but what can I improve?
- Hair alone takes almost 4.3k out of 19k tris. Are other dense parts (face and hands) oversimplified by comparison? Is density too inconsistent? Is it even a sensible question?
- Materials drive me crazy the most. Substance Painter, EEVEE and Sketchfab give roughly the same “washed-out” look to my fabrics, so I’m guessing it’s something about PBR materials I’m not understanding. Diffuse colors look way deeper. Or is it fine and I can’t see it anymore?
- Maps. I don’t really see a way around it though. I have total 17: 11 big ones (head + body + hair), 3 small (eyeball, iris and fake AO), and 3 more for miscellaneous tiled textures (shoelace and bracelet) I didn’t know how to approach. I think it’s fine but is it?
- Also, hair again: it’s alpha-hashed/dithered. Looks fine in static shots with EEVEE. Not entirely sure how it’s done in game engines though. Should I aim for clipped instead?
Any critique is welcome.
Or at least point me somewhere where it would be more appropriate to ask questions like these.