
Be veeeeeeewwy veeeeeewwy quiet. I'm spamposting wabbits.
Well, short of posting how the import of the character into Unity3D went for testing in an actual game environment, I've reached the end of my DVD training series and this is kind of the end of the journey for this model. I went into this with little 3D knowledge at all, and came out with a moving piece of meat that I'm really proud of, despite his misgivings and excessive polycount/texture size.
I was going to post about how it worked out bringing into the game engine, but it was so easy and unnecessary to do anything other than export the object package and load it in and add a character controller script to him (automated menu option) to be able to play around with it. Makes it far less intimidating for me knowing how compatible the things are and how little extra work is needed to go from creation process to converting it into workable assets.
Having learned what I did just on this one project piece, I recognize where there was a lot of work done on things that didn't need it and where I should have thought ahead/planned better as far as the mesh/baking/texturing is concerned. This character being as simple as it is could probably have been accomplished without sculpting or bothering with a normal map and created with much simpler and cleaner geometry. Mapping out the UV space could have been miles more efficient and creating the textures manually would not have been a terribly hard task. BUT I had no idea at the start of this how it would pan out so I'm glad I came away from this being able to identify problems at all!
I will keep using this thread for future 3D practice, but updates past this section (other than addressing any crits about this character) will involve new pieces.
I'm thinking the next thing I will try to bypass sculpting altogether, fixing to just model something and texture it manually. So it will be much more truly low poly than this.
Thanks for viewing and anyone who commented so far!