Editing Modelling guidelines
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* the model should generally not have any bits sticking out too much since they will clip into adjacent things. A good model can fit "neatly" inside a sphere or a box. | * the model should generally not have any bits sticking out too much since they will clip into adjacent things. A good model can fit "neatly" inside a sphere or a box. | ||
* the model should be split into separate pieces, which double as the 'bones' of the model (skinning is supported with up to 4 pieces/bones per vertex though). More technical info at [[Blender_To_Zero-K|the more technical modelling guide for Blender]]. | * the model should be split into separate pieces, which double as the 'bones' of the model (skinning is supported with up to 4 pieces/bones per vertex though). More technical info at [[Blender_To_Zero-K|the more technical modelling guide for Blender]]. | ||
− | * | + | * you can have quite a lot of polygons (Glaive is 1000+) but keep the texture on the smaller side. If you plan to remodel a handful of similar units it is an excellent idea to use a shared texture (atlas) between them, which gives benefits in visual consistency and rendering performance and is a good reason to make the texture a bit larger. |
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== During work; initial feedback == | == During work; initial feedback == |