
Skeleton
sketchfab
I built this character mostly using traditional polygon modeling techniques. The triangle count increased rapidly due to all the distinct components involved. It's still relatively high for a basic enemy, but acceptable considering modern PC games' capabilities. I could simplify the chest significantly by employing a single blobby polygon for the ribcage and baking the ribs onto it with transparent layers in between. However, using transparent textures might be more costly than having additional faces.
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