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  • In game Mogu
  • In game Mogu
  • In game Mogu
  • In game Mogu
  • In game Mogu

Hmm, so I have put a TON of time into researching and stuff. I'm unsure if this is really acceptable quality for ingame. I will be adding more details to the paint job but I don't want to waste time on that if the overall quality is bad. Super close this is pretty bad but at the distance shown in the pictures will be the closest you ever see the character. Tell me your thoughts and give advice on how I might improve. :)

  • Status: Work in Progress
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    unicornsammich1

    jlampel thank you so much! I am working on texturing now and also changed up the colors.

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    Jonathan Lampel

    Nice work unicornsammich1 ! I like the design and it looks like a clean, game ready model.

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    unicornsammich1

    p paulhaynes1955 oh okay I understand. the only part of the model that really deforms when the character moves are the gray parts of the arms and legs as well as the fingers and ankles. everything else is pretty rigid in its movement.

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    Paul Haynes

    The game engines convert to all triangles ... I was referencing the modeling stage where you need to have quads anywhere the mesh deforms. Hard surfaces that don't change shape isn't a problem if you don't have quads.

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    unicornsammich1

    p paulhaynes1955 I made sure to make the retopo sensible for a functional design. But I was under the impression that there are no quads in game engines. I thought it was only triangles.

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    Paul Haynes

    It looks "stylistic" but not bad. The underlying mesh will be the proof of whether it is game ready or not. If the topology isn't good, the model won't behave if you have non-quad faces in locations that bend.

Your was successfully !