Astray488 wrote:Hey Kenneth long time no see,
It's good for a first attempt, but is highly unoptimized for use in-game (averaging over 20,000 faces/tri's).
Usually there's a kind of complex process (a "pipeline") game model makers follow to produce a character/entity:
1. Concept (In this case we have the SCP-178 article to give us information about 178-1)
2. High Poly Sculpt (this is what Sculptris/Zbrush/Other high poly modelling programs produce, you want to use sometimes upto millions of faces to produce the beautiful model in all its juicy detail, think of it as sculpting an extremely detailed character out of digital clay).
3. Since the high poly sculpt is unoptimized to be in-game, we build a low poly mesh over it, this basically keeps about 70-90% the same silhouette as the high poly sculpt, but can actually be put in-game and animated without causing peoples PC's to explode.
4. Texturing, baking a high poly map onto the low poly mesh, rigging + animating, yadda yadda..
the way AAA video game companies like Treyarch/Activision pump out crappy CoD sequels every 6 months is because they have like 50 people in each department.. 50 people make the high poly models, then give it to the 50 guys who make the lowpoly, then the next 50 guys who do the textures, then the next 50 guys who rig/animate, etc. Basically a ton of people make stuff really, REALLY fast. Ofc if you try to a whole model by yourself, it's always a pain in the neck (almost 60+ hours just to produce a high quality model and rig/animate it yourself).
I might have to correct you on the "too many polys" thing.
Have you seen SCP-096's polycount? That polycount is especially large, even for a B3D model. Yet he doesn't cause a huge-scale lag spike (at least...not anymore.). My model is pretty much the same case.