Game Development Reference
In-Depth Information
the model. This is a good precaution to take as you model so you can have cleaner
geometr y.
12. Take this opportunity to check the normals on the model either by using the Display
Face Normals option in the N Viewport Options panel or by viewing the model in
Textured mode. Flip normals as necessary from either the T button Toolshelf panel
in the viewport or from the Specials menu.
13. Save your file. Look at C03_Finished_Zombie_Model.blend to see what your model
should look like so far.
There you have it; you have created a zombie model for importing into a video game. If
you have followed the directions well, you should be somewhere under 2,500 faces. If you
are over that count, try to find places you can use fewer polygons the next time you create
a humanoid character. Low-poly modeling is a challenging task to learn for many new 3D
modelers that may take several iterations to master.
In the next chapter, “Prepping for Zombie Details with UV Unwrapping,” you will
learn how to utilize Blender's UV Unwrap tools to prepare for sculpting and texturing.
Blender's own toolset for this operation allows a great deal of flexibility and speed when
working with textures. This important element of game art creation takes simple geome-
try and turns it into intricately detailed sculptures for games. Using these tools, your new
zombie model will become an eye-popping game character.
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