This document is a general overview of the topics that need to be taken care of when modeling a character for CRYENGINE. It also contains links to more detailed sections in the documentation.
A character is a combination of geometry data that is attached to a skeletal hierarchy. Examples include a human body, a shark, an alien, a horse, or a rope. The information below is mainly for humans, but can often be implemented in other types as well.
The most important part of the low-poly model is the outer shape. It should follow the shape of the high-res model as much as possible. The normalmap will take care of all the details that are inside of this boundary.
To make the body model work correctly in the game, ensure the following:
Although it is not vital for the character to work properly, it is a good rule of thumb to avoid possible downstream problems (animations, attachments).
Human character bodies should be loaded in the Character Editor and fitted with various attachments (bags, head, helmets).
Please read more about it in the description of the Character Editor.
To make the model work correctly in the game, ensure the following:
Head's pivot position at 0/0/0
For further information on using the PolyBump Application, refer to the Polybump Tool Reference, Polybump 3ds Max Plugin, Polybump Standalone Tutorial, and the Chamfering Edges tutorial.