Final Check

So the model optimization is done! We have been through each section of Kila's body and optimized them all in an attempt to get the polygon count under 4500. Before we look at the final total, spend some time looking at the model to try and reduce it further. See if you can spot any areas we missed.

Figure 5.64 shows the final model, top to bottom, after all the optimizations described in this chapter. So what's the polygon count? Triangulating the model gives it to us: 3998. We are well under our budgetwhich is great. But we can't afford to put any detail back in just yet, as we may need the polygons during the next chapter, "Deformation Testing." Once the model is finalized we can then go back through it, if we feel we need to, and add detail back in.

Figure 5.64. kila, fully optimized

Before we go to the deformation stage, I recommend saving the model and leaving it alone for a day. Clean up the model and the scene then save your file as Kila_Optimized.mb. If you can, do something else before you come back to it for a final look. Taking a break from it will enable you to see it from a fresh perspective when you return. You may be able to spot some additional extra polygons that can be removed, or an area that needs reshaping. Indeed, optimizing the geometry will mean that some areas do in fact need reshaping. Usually, they will be thinner than before and so will need filling out.

Take some time to look around the entire model. Double-check the proportions and make sure the shape is perfect. Check it against your concept images; you must be positive it is correct before you proceed to the next stage.


Here's a good way to determine how smooth your model is: Go to the Lighting menu in your current panel and select Use No Lights. Just the silhouette of the character will remain. Now you can rotate around the model and assess her.

Following are some of the alterations I made to Kila during my final, postoptimization examination:

  • Adjusted the bottom of her crop top so the point was smoother

  • Generally reworked the shape of her hips, widening them slightly

  • Moved up her navel

  • Brought the upper body down, shortening her slightly (the distance between her chest and the bottom of her t-shirt was too great)

  • Added more of a curve to the small of her back, making her chest and backside a bit more pronounced

  • Shortened the legs and widened the bottom of her jeans

  • Reduced the length of her neck

  • Added an extra division across her waist to smooth it out

You can see the final model in Figure 5.65.

Figure 5.65. The tweaked Kila model

When you're sure Kila is ready, clean up the model and the scene, and save your file again as Kila_Optimized.mb.

    Game Character Development with Maya
    Game Character Development with Maya
    ISBN: 073571438X
    EAN: 2147483647
    Year: 2004
    Pages: 169
    Authors: Antony Ward

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