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Some Information I need to know


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virtuality
User offline. Last seen 37 weeks 6 days ago. Offline
Joined: 28/10/2009

I need to know this information, some of it's necessary before I rig them.

- How many inches should an average character be - all characters need to be modeled to the same scale because scaling a rigged character is more hassle than it's worth. I suggest setting the 3D application to Maya and using 5'6 as an average scale for a character - this is what I've done. If everyone does it then we wont have problems.

- Do the characters need to be able to blink or close their eyes?

- Is 1024x1024 an acceptable texture size?

- What's the max poly count for a character, including his weapons and clothing - 2.5k?

Wilk
User offline. Last seen 22 weeks 2 days ago. Offline
Joined: 08/05/2009
Hi virtuality,   We're all

Hi virtuality,

 

We're all metric and stuff here, so the game world is based on metres.  1m = 1unit, and Eric is approx 1.3m tall (he's only a lad after all).  Goblins are usually portrayed around the 5' mark I imagine, so around 1.5 - 1.6 units tall.

 

More when I got time

virtuality
User offline. Last seen 37 weeks 6 days ago. Offline
Joined: 28/10/2009
That's enough for me to start

That's enough for me to start rigging, thanks

Wilk
User offline. Last seen 22 weeks 2 days ago. Offline
Joined: 08/05/2009
All good At the moment it's

All good

At the moment it's just a good old fashioned texture map for the character (diffuse, no specular, opacity, normal, etc, etc) so I'd make sure everything looks good in this setup as the time needed to add other maps will only be taken if needed.  For a cartoony platform game this essentially makes it unlikely.

Obviously there's also exporting to worry about, but as Jade uses Maya too we clearly have that base covered (I'm a 3DS MAX man for now).

virtuality
User offline. Last seen 37 weeks 6 days ago. Offline
Joined: 28/10/2009
I recommend exporting in FBX,

I recommend exporting in FBX, I've used it successfully across applications ( maya, max, motionbuilder, several game engines) in the past.

 

How far will the game camera be zoomed out? something like banjokazooie or more like ratchet and clank?

Wilk
User offline. Last seen 22 weeks 2 days ago. Offline
Joined: 08/05/2009
I've also used FBX in the

I've also used FBX in the past.  Makes for some pretty huge files though, and would mean lead guy Mark would need to write an importer that strips it down to bare bones.  .3DS seems to work pretty well, though we have the UVW issue to figure out at some point (engine only uses 1 set of UVs).

 

I've literally just moved house, and am accessing the web through my iPhone so not much chance I'll get back onto that one in the next week or two.

 

I imagine the camera will be Mario/Banjo type distance, but could be wrong!

virtuality
User offline. Last seen 37 weeks 6 days ago. Offline
Joined: 28/10/2009
What FPS should my animations

What FPS should my animations be running at?