gruntunbur {l Wrote}:Eventually I want to add a rig to it. With max 32 vertex groups but more bones in total; Thats compatible yes?
Yep, only the vertex group count matters.
gruntunbur {l Wrote}:However it isn't finished yet and I'm wondering about a few details:
- toes? Not difficult to add, but are they preferred? for sandals or something. Or really not needed at all
- the head: I thought the style guide was anime-ish. Is this alright or does it need a bigger more doll-like head.
The head topology itself could be better, still working on that. But I don't know whether is it anime-ish enough which would influence the topology I think. - vertex count, currently its quite low. Is more detail preferred? If so I want to lower it some more on the legs and then subsurf the stuff with some editing. Which would get it around 5000+
- And of course your opinion whether this is actually an improvement or not.
The quality test I have been using lately for the player and equipment models is to check how they look in-game with the camera zoomed as close as possible. If it looks blocky, it probably needs more vertices or better topology. Conversely, if the increase in detail doesn't make a significant difference, it probably isn't worth it. Toes aren't particularly noticeable in-game if the feet are small and carefully shaped, but adding them has no negative effects either, so it's mostly up to how much effort you want to put into details.
As for the head and the style in general, if I could decide, making it approximately
this or
this animeish would be most appropriate to me. Well, I'm not particularly hopeful of LoS ever looking anywhere as good, and I don't have the last say on the graphical style, so it's currently roughly 50% up to your discretion.
If you want the easy way out with the head, a highly doll-like head would generally be easier to make and work better with the in-game cel-shading effect.
Whether the model is an improvement or not, I can't tell because I modeled the current player mesh. The body is probably pretty good, but it's hard to even tell what good means when the majority of people will dislike something about any body mesh, no matter how well modeled, due to the diversity of opinions. I think that, ultimately, the only way to make it good by most people's standards is to make it highly customizable by including a dozen or so shape keys for the character creator.