Game Development Reference
In-Depth Information
Before we go to the deformation stage, I recommend saving the model and leaving it alone
for a day. Clean up the model and the scene then save your file as Kila_Optimized.mb. If
youcan,dosomethingelsebeforeyoucomebacktoitforafinallook.Takingabreakfrom
it will enable you to see it from a fresh perspective when you return. You may be able to
spot some additional extra polygons that can be removed, or an area that needs reshaping.
Indeed,optimizing thegeometrywillmeanthatsomeareasdoinfactneedreshaping.Usu-
ally, they will be thinner than before and so will need filling out.
Take some time to look around the entire model. Double-check the proportions and make
sure the shape is perfect. Check it against your concept images; you must be positive it is
correct before you proceed to the next stage.
Tip
Here's a good way to determine how smooth your model is: Go to the
Lighting menu in your current panel and select Use No Lights. Just the sil-
houette of the character will remain. Now you can rotate around the model
and assess her.
Following are some of the alterations I made to Kila during my final, postoptimization ex-
amination:
Adjusted the bottom of her crop top so the point was smoother
Generally reworked the shape of her hips, widening them slightly
Moved up her navel
Brought the upper body down, shortening her slightly (the distance between her
chest and the bottom of her t-shirt was too great)
Added more of a curve to the small of her back, making her chest and backside a
bit more pronounced
Shortened the legs and widened the bottom of her jeans
Reduced the length of her neck
Added an extra division across her waist to smooth it out
You can see the final model in Figure 5.65 .
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