bagginsbill opened this issue on Apr 29, 2008 · 496 posts
Penguinisto posted Thu, 01 May 2008 at 10:34 PM
Quote - BH's point was, you'd be kind of nuts to use a 15k human model as a base to start with for game tech anyway, aside from the appearance. Much smarter to go with one of the 2-5k poly models available elsewhere (and much cheaper I might add).
Seconded... each game engine also has its own quirks and demands. Some engines demand tris, not quads (...or else you're stuck with having to bust up the quads yourself). Some simply explode at the mere sight of an nGon. Some would take certain complex angles and utterly destroy them in mipmapping or in other distance simplification algorithms (see also the long-distance rendering of player meshes in the original Unreal Tournament - yuck).
If you're going to build for a game, rule #1 is to study the unholy shit out of the engine you're using in the game... or else you're going to be in for a whole lot of crying bouts. Some are tolerant, some are damned tight (e.g. a lot of console game engines can get really bitchy about what they'll accept and what they won't).
/P