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    Max Tutorials

    Creating Low Polygon Characters

    Overview

    This tutorial will introduce some techniques for making a Low Polygon humanoid type character. The type of Character that would be suitable for a computer game. Understanding and Mastering the techniques introduced in this tutorial are important techniques. The art that you make with these tools can bring you fame and fortune. For example, game makers frequently sell millions of copies of a game branded by a low polygon character such as Lara Croft in Tomb Raider.


    Low Polygon Characters are widely used in computer Games and in Computer Generated cartoons. They can also be seen more and more in commercials. A computer can move a Low Polygon model around more quickly than a High Polygon character. That means that the game runs more smoothly, the motion of the character will look better. They also transfer faster over the Internet, Network, Hard Disk or CD. Depending on what you want to do with the character you will need to decide just how many polygons are in a Low Polygon character. Making a character without a polygon budget is relatively easy, creating one from less than 1000 polygons is an art.

    A typical game may have a polygon budget of 2/3000 polygons in any one scene. This includes the surroundings and all characters in that scene. This would be OK if this meant just your character. However, most games don't just have one character on display, they may have 5 or 6 at one time. The companies that create games decide on a typical computer specification that the game will run on. This is commonly called a Target Machine. Their testers will try the game out on that machine, as the software is being developed. If it runs too slowly, they may cut the number of polygons in the scene. 

    Multi-Resolution Meshes

    New technology is on its way that will reduce a high-polygon count model according to the speed of your computer. This type of software will assess how fast your computer is and adapt the resolution of the meshes accordingly.

    Introduction

    This is an intermediate tutorial. The model that you will make starts out as relatively high polygon. Later in the exercise techniques are introduced to reduce the number of polygons. 

    While you model, bear in mind that your character is going to move. Try to visualize the types of motion that you character will go through. It may even be a good idea to animate a copy of your character at various stages during the modeling process. You may find problems that you didn't expect. There are generally two problem areas for animating a biped character - The shoulders and the crutch.

    The first part of the tutorial is a setup when you have drawn your design on a piece of paper and scanned it into the computer. The drawing should be a view from the front and one from the side. The height and proportions of both drawing should be the same. For example, the bottom of the feet and top of the head should line up. This technique lets you model against something you can see. Drawing your character on paper is usually a lot easier than drawing it on the computer. Half way through the tutorial you will hide the drawings, you won't need the drawings except for reference in the later stages of modeling.

    Some considerations for modeling: 

    The full body including the head needs to be a maximum of around 750 Polygons. To find out how many polygons you are using in your scene Max has an information dialog in the main menu. Open File main menu at the top left of the interface. Choose the item Summary Info to check your Face count. This tutorial will show polygon reduction techniques.

    The finished look of your model will depend on your texture. Regard the modeling as the outline or profile only. 

     

    Workflow Sequence

     


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