Modelling for games can often impose a budget to the amount of faces/polygons one can use at their disposable. The polygon model will not be smoothed, allowing for the use of triangles in the geometry to maximise efficiency. Additionally, softening/hardening the edge of normals are used to complete the model.
Here, we have begun to model a head with the above principles of game modelling in mind.
Game Modelling - Head #01
Posted by
Leo Tsang
on
Saturday, February 05, 2011
Labels:
Game Modelling,
Maya,
Workshops
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1 comments:
Good this an animated face on the original face....
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