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Low Polygon character circa 1997

This is a page from the previous Vector Graphics web site.  We have worked with polygon budgets from 300 to 30,000 for everything from a single character to a complete environment.  Notice that this character has just 236 faces and uses swapping face textures to change expressions.

 
Art  Angel                         .    
 
 
Hi.  I'm  Angel. What makes Angel so great?  
Angel is part of a new generation.  Instead of smooth-shaded Barbie-doll skin, she's head-to-toe textures, with a tiny face count and powerful expressions.  

Angel's animation design calls for segmented joints, so she can swap outfits easily.  She was also custom-built to other specs, such as standard VRML body part names, and special markers for pivot points. 

The process of Angel's construction is as important as the modeling and texturing techniques, when the goal is great art within time and performance budgets.  Read on to see how it was done. 
 
 

 
Design: character research, pencil sketch, art director revisions, approval to build.  Build: geometry creation,  texture painting, review and revisions. Animate: link and place pivots, reg-points (markers for earrings, coffee cups, etc.), exercise joints, final art director revisions, final delivery.
original pencil sketch wireframe completed avatar body textures Texture sizes are  
proportional to the  
detail required in  
the design, instead  
of giving even  
pixel-per-meter  
coverage over the 
whole model.  
 
Body Geometry...........236 faces 
Head Geometry.............74 faces 
Body Texture........................64k 
Head Texture........................32k
Angel uses swapping face textures, instead of stuck-on eyebrow and lip geometry.  That's how she expresses herself without losing frame rate.
hand-painted face textures 
What else is so great about Angel?  Start to finish construction time: 31 hours.
 

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