For the last month or so, I've been working on making the character Assets for my game. From the start, I had a number of design specifications that I had to follow. 1. The game is supposed to be playable on low end computers, running directly on an embedded web player. This puts a limit on the texture sizes and number of polygons. Each character has a strict budget; around 2000 triangles, and a single 512x512 texture. 3. The characters should share a small number of armatures, so that as much can be reused as possible. 4. Character design is modular. The heads occupy a 256x256 square in the top right of the texture. Hands have a 128x128 square just below. 5. Texture detail is focused on the face. The body takes up the rest of the texture space. 6. Polygon detail is focused on the face and hands. Together they have nearly half the budget for polys (face:500, hands:250 each). 7. The models are painted in Blender, using the projection painting technique: When I started u...
A blog about my various game dev projects.