The Spartan testing

I am beginning the tests now, and I will be posting a render of the character. I still need artists, as said in my other thread. The other thread also talks about the story a bit. :evilgrin:

not to be rude but buy just reading this i had no idea what you were talking about, explain it abit more for people to understand but nice story!

o.k. I’ll try.


The main character created in makehuman

Seeing that this is in the game engine section, you either posted it in the wrong section (if it’s a render), or if it’s a game your charcter is too high-poly.:wink:

I’ll try to fix it, but i dont exactly know how

Can someone make it low poly pleas, and post it back?

playertobelowpoly.blend (1.52 MB)

Select object, go to modifiers, decimate, then set it to around 2,000 faces. After that, just set it smooth.

The decimate modifier is useful, but it’s not very accurate, and it could mess up the shape if you reduce the polygons too much. The way I do it is by manual reduction using the merge option. W -> merge, and then choosing the best suited merging option. This will probably take a long time thought, that’s the tradeoff for accuracy.XD

Ok thanks I’ll try.

if this is a game then i wouldnt worry about the main character modeling right now that can come later after you have all the mechanics and hard stuff done.

I know, i have a cheep file that i tried my first tests on.

3rdenemytest.blend (422 KB)

That file is pretty old. It was one of my first tests for a game. It later went buggy and…
You’ll see

Here is the model decimated to approx 2000 faces. (It is slightly above, but as close as I could get it.) As you can see from the .blend, the overall body looks okay, but it really messes up the eyes/eyebrows on the character. In my opinion, it may be easiest to split the head off of the mesh and manually merge faces on that part of the mesh…

playertobedecimated.blend (504 KB)

thx for doin it for me!