Non Gameplay Screenshot

Jane

Our second protagonist.

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Jane

Tags: character render

Comments

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2009-03-20 00:31
Ramsey Binns

Hey Anders, thanks for taking the time to critique my model.
Currently she is sitting at 3,176 tris with a 512 diffuse and alpha map. The reason why I opted for symmetry was because of my texture resolution limitation. Consider Jane is taking up around
one third of the screen at any one time, and your average user will
be running Transcendence at 1024x768. This means that If I had
opted to paint both sides of her differently, her texture resolution
would decrease rapidly and her low resolution would be painfully obvious to the average user. Although I agree that some asymmetry doesn't hurt, I think It's more important that she stays crisp and clean to the viewers eye. I realise the result of this is that her beauty render is obviously symmetrical, but I am a strong believer in the final product outweighing pretty screenshots
in order of importance. Her hair is rigged to behave asymmetrically, and this coupled with optimal UV space use through UV mirroring will make for an interesting and visually
drawing main character.

Cheers,
Ramsey.

2009-03-17 19:30
Anders Davallius

Nice model, though if the character will be used allot, I would suggest that the mirrored texture gets fixed some how. Especially when it is a main character? You will only use one of these models at a time right? Then there will probably any way be a texture swap in the render call (depends on your batching). Correct me if I'm wrong, but a little bigger texture would not make that big impact on that time. But should off course first ask what resolution you are using now?
If you don’t want to increase the texture size and repaint one other haft of the torso + dress, you can always just try to make the mirroring harder to notice :) (Link in The Legend Of Zelda: Twilight Princess uses a mirrored texture, but I can understand that because of the system it is running on, and they have managed to hide it pretty well any way)

Looking forward to more updates ^^

Pleas post poly-count and what textures and resolutions you are using :)

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