Game Development Reference
In-Depth Information
around the face, collapsing edges there until you have a basic face like the one in
Figure 10.23 , bottom-right.
Note
Remember to keep updating the UVs as you work, as well as checking the
shape against the next-higher LOD.
Don't worry too much about deciding where to remove faces. Once you start collapsing
edges, you will notice other areas that can be collapsed. They will stand out because the
detail in that area does not match where you are currently working.
Note
The model is starting to look quite odd now, but remember that this ver-
sion will only ever be seen from a distance. Keep zooming out as you
work, to get a realistic idea of how she will look in a game.
You will probably have the urge to continue reducing polygons on her neck and the rest of
her body, mainly because the head and body don't match anymore. But wait; we will look
at the rest of the body later on. Next up are the hands.
Hand Reduction
The hands have far too much detail in them for this level. We no longer require separate
fingers, for example, so we will convert them into flat, mitten-style hands as mentioned
earlier.
1. Begin by welding the fingers together as seen in Figure 10.24b , making sure you
delete the inner faces afterward.
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