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Game Character Development by Antony Ward

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Silhouette Refinement

Without even turning the lighting off in the scene, we can see some angular areas around our Ogre, mainly on the arms and legs. In this section we will focus on smoothing out the limbs to make them more organic, and less “gamelike.”

Let’s look at what we have. In Figure 10.1 you can see our current model, both lit and unlit to help emphasize the silhouette. Initially, as mentioned, you can see some sharp, polygonal lines on the upper arms and calves, so let’s tackle these first.

Figure 10.1. Looking at the Ogre without lighting will help to highlight the angular areas of its silhouette.

Luckily the limbs are mirrored, ...

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