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Ultimate Game Design : Building game worlds

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<strong>Building</strong> <strong>Game</strong> Worlds<br />

326<br />

U L T I M A T E G A M E D E S I G N<br />

FIGURE E-4<br />

Dugout/position selection<br />

BASIC CHARACTER CONSTRUCTION<br />

There are four important character construction phases in character development: a<br />

concept drawing, a wireframe model, a flat-shaded model, and a fully textured<br />

model. Figure E-5 shows a character as a wireframe model, a flat-shaded model, and<br />

a fully textured model.<br />

For each character, prop, item, and environmental detail, artists are given polygon<br />

budgets and texture size and resolution specifications for each <strong>game</strong> asset. Under<br />

these budgetary limitations, they are tasked with constructing the most compelling<br />

and visually attractive characters possible.<br />

Figure E-6 demonstrates a dynamic pose of a fielding character in both a<br />

wireframe and fully textured view. Remember that motion capture information is<br />

applied to the model to create its animation within a 3-D package.<br />

Specific motions can be captured as individualized custom motions or moves for<br />

the <strong>game</strong>, or motion can be taken from existing motion libraries. Motion capture<br />

libraries offer developers who might not want to incur the expense of custom motion

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