I have a few questions regarding how 3D art should be developed for a video game. I was hoping someone with experience in this area could help me out.
First some background information - this is for a RTS game. The game engine uses Skeletal Animation via the MD5 model format. My artist is providing the model in the COLLADA format (I then convert it to the MD5 format the engine needs). Our aim is for high quality graphics but we keep performance in mind since it is a RTS game with large-scale battles.
- For an animation do you need a begin animation, loop animation, and end animation? So for a worker mining resources would it need a "begin mining", "mining loop", and "end mining" animation? I wouldn't think so, because the skeletal animation should smooth the transitions, right?
- When rigging the model, do you want to minimize joints or do you want to create a complete rig with all the support bones? And what is the difference? The engine does use a physics simulator for unit deaths, so when they die they fall into pieces on the ground, if that makes any difference in the answer.
- How is the best way to organize animations in the COLLADA format? Is it best to export each animation as a separate model, or is there a way to organize them inside a single model file? Keeping in mind that I am converting it to the MD5 format afterwards.
- Around what polycount would you recommend for an RTS game? I am telling my artists < 2500 polys atm.
I really appreciate any advice you can give me - I really don't know what the best practices are for developing 3D game art!
Edited by Conoktra, 24 May 2012 - 10:42 AM.