|Here is the lil' fella as a sprite.|
|PEW PEW PEW!|
Obligatory wire frame picture below. you can see that the base model is pretty simple, created from mostly quads there are some triangles in there too. Quads are what you want to allow easy editing of your mesh, also if you want to do a mesh smooth to up your poly count, a triangulated model can give some ugly results. Most games engines want triangulated models especially if they are animated so once you're done modelling you need to triangulate your model, some engines do it automatically.
As you might be able to tell I have finally shifted over to Z Brush. It was the reason I forked out for a new tablet recently and I've finally bitten the bullet. Z Brush is used to give models a higher level of detail and provides tools to manipulate thousands of polygons in a more intuitive organic way. It's sort of like painting with clay. It does take a bit of getting used to, below are the warm up models I did to teach myself how to use the program, from my first attempt on the right (chocolate Davros has melted in the sun) to the last on the left (Yul Brynner meets Ken Watanabe). I'm not sure I should be posting up dogs dinners like chocolate Davros. It doesn't make me look very competent but, for anyone who picked up a copy of Z Brush and made a horrible mess the first few times, you know that you are not the only one.
Below you can see the Cyber Punk in Z Brush. The Z Brush version has millions of polygons in it and is no use for a games engine. In fact it has so many polygons, it will barely run in Maya. So what use is it? well what I want Z Brush for is to create normal maps. Normal maps are a type of bump map that you can generate from a high poly model and transfer onto a low polygon model as an image or texture file.
|The normal map is the bottom node.|
|Low poly masquerades as high.|
|The Cyber Punk will be back.|