|
|||||
|
|
#1 |
|
Registered User
Join Date: Oct 2008
Location: colombia
Posts: 330
Thanks: 2
Thanked 0 Times in 0 Posts
|
game character eyes (help)
hi, i need to know how to create game character eyes, do i have to create a sphere, or its a plane , please help me with that, and also the texturing, please help me. ( if its necessary i use 3ds max)
|
|
|
|
|
|
#2 |
|
Registered User
Join Date: Nov 2007
Location: bucharest, romania
Posts: 135
Thanks: 1
Thanked 1 Time in 1 Post
|
it depends on your triangles budget. you could make them only using texture or you could make them using spheres. it would really be useful if you supplied more details.
|
|
|
|
|
|
#3 |
|
Registered User
Join Date: Oct 2008
Location: colombia
Posts: 330
Thanks: 2
Thanked 0 Times in 0 Posts
|
i dont know what do you mean exactly (i´m not profesional ), and i dont know if a wire image can help but, here is one.
|
|
|
|
|
|
#4 |
|
Registered User
Join Date: Jun 2010
Location: Valencia, Ca
Posts: 573
Thanks: 22
Thanked 22 Times in 22 Posts
|
With the poly count you have now, you can use half a spher for the eyes. Color ans spec maps will help you a lot. 256 x 256 should be a large enough map, unless you get really close to teh eye. Be sure to make note of the eye pivot, it will be the position you place the bone for the eye. Try an 8 sided sphere to start off with, Make sure to smooth out the edges before you render. If the camera is going to be far a way from the face, you can keep the poly count low. If you see the edges of the sphere, add some geometry. Generally speaking, there is no need for a normal map on the eye unless you get close to the eye.
|
|
|
|
|
|
#5 |
|
Registered User
Join Date: Oct 2008
Location: colombia
Posts: 330
Thanks: 2
Thanked 0 Times in 0 Posts
|
thanks, the half sphere is a good idea, bot for the cornea material is it necesary another transparent half sphere around the eye?
|
|
|
|
|
|
#6 |
|
Registered User
Join Date: Oct 2008
Location: colombia
Posts: 330
Thanks: 2
Thanked 0 Times in 0 Posts
|
could be something like this?
|
|
|
|
|
|
#7 |
|
Registered User
Join Date: Nov 2007
Location: bucharest, romania
Posts: 135
Thanks: 1
Thanked 1 Time in 1 Post
|
that's good enough. it only depends on what you want, so you are your best judge. did you make that one or you want to know how to make one?
|
|
|
|
|
|
#8 |
|
Registered User
Join Date: Oct 2008
Location: colombia
Posts: 330
Thanks: 2
Thanked 0 Times in 0 Posts
|
i did it, the think is that i was told to create a game character, but i dont know exactly what kind of model do i have to create, as before the eyes, textures..., i create this model but im not sure if it is correct.thanks about the suggestions for the eyes, and i f you have some advices for creating real time models, i would be really grateful. |
|
|
|
|
|
#9 |
|
Registered User
Join Date: Jun 2010
Location: Valencia, Ca
Posts: 573
Thanks: 22
Thanked 22 Times in 22 Posts
|
the eye you created is good enough. For most realtime (Game characters) eyes you will not need the translucent half sphere; you can delete it. Just put a good specular map on the eye. No need to bog down the render with transperency on an object that will be a few pixels in a render. Unless, you are doing a close up, than keep it in.
The spec map should be half the size of the color map. For example, if the color map is 256 x256, the spec map shopuld be 128 x 128. Sean |
|
|
|
|
|
#10 |
|
Registered User
Join Date: Oct 2008
Location: colombia
Posts: 330
Thanks: 2
Thanked 0 Times in 0 Posts
|
thanks Sean, so the aditional half sphere its not completely necessary, i'm learning a lot with all your help guys, thanks.
|
|
|
|
![]() |
| Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
| Thread Tools | |
| Display Modes | |
|
|