Hi, im currently leargning bout the full process of taking a character into a game engine.
Specifically i use Zbrush for modeling, blender for retopo, susbtance painter for texturing, and blender again for pretty much all the rest (uvs, rigging, animations and so).
In order to start practicing models wich FITS into BL standars can be very usefull to know>
How much polys do a player character have on the battle/city scene? counting just the base mesh, without cloths
textures resolution of him?
How many poly do a npc have in the same scenes? again just the base naked mesh?
How is the average polycount of assets? (cloth, armor, weapon)
HOw many polys the "inventory" scene support? or the dialog scenes and so.
Rigging.....
How is the normal skeleton composed? It is possible to know the bone names?
Thanks!!
Specifically i use Zbrush for modeling, blender for retopo, susbtance painter for texturing, and blender again for pretty much all the rest (uvs, rigging, animations and so).
In order to start practicing models wich FITS into BL standars can be very usefull to know>
How much polys do a player character have on the battle/city scene? counting just the base mesh, without cloths
textures resolution of him?
How many poly do a npc have in the same scenes? again just the base naked mesh?
How is the average polycount of assets? (cloth, armor, weapon)
HOw many polys the "inventory" scene support? or the dialog scenes and so.
Rigging.....
How is the normal skeleton composed? It is possible to know the bone names?
Thanks!!



