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.
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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.
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| 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. |
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Texture sizes
are
proportional to the
detail required in
the design, instead
of giving even
pixel-per-meter
coverage over the
whole model.
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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. |
What else is so great about Angel?
Start to finish construction time: 31 hours. |
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