ABSTRACT

Real-time environments necessitate keeping a low-polygon count on characters. If the polygon count is too high, the game engine will not be able to render with a high enough frame playback speed. Therefore the goal is to create a character with a low enough polygon count so the game engine will playback at a high speed, yet with high enough polygon count to look good. Landmarks are any prominent features on the character. The main bony masses of the torso are the hips, rib-cage, and collarbones on the front, and the hips and shoulder blades on the back. The polygon count needed for a pair of boots is much less than what is needed to model individual toes. When modeling video game characters it is very important to stick to the polygon limits given for the engine one is using.