Morphed wrote:1st. for nexuiz 3.0 we will need humanoid characters, with normal legs and arms, because all characters will use same anims and same skeletons
2nd. you better use quads instead of triangles, its better for smoothing and it will helps acquire good polyflow and nice edge loops
oh and 3.0 will use segmented models like q3, so it will be head, torso+arms and legs
Quads good, I'm better with those than triangles (never tried modeling with those actually). Also I am modelling something right now (nothing I've planned having for a game but if this is how you do models for a game I think I can actually start with a small test character.
And should the arms and legs not be combined/attached to the whole model?
To see my model I'm working on press:
http://www.origionstudios.com/ai/pics/turtleLab/werewolf/Werewolf_lowpoly_01.JPG
This model is actually going to be converted to subdivs, a project one of my friend wanted me to do. Create a turtle and a werewolf with background, textures, lightning and animation in two weeks. Seems like an impossible thing to do for me as this is actually my first real organic character I'm doing and don't know too much about that yet. And with animation and textures all in two whole weeks... working 24/7 now. (The werewolf will chase the turtle, this will be looped), gimme caffeine pills! I'm actaully seeing vertices, move handles and everything now, it gets worse when I close my eyes

I love it xD
Oh also, this being a model of a werewolf has nothing to do with this topic

Just a coincidence, it was my friend that decided what characters would be in this short "story". He's doing a game in Java and wanted a 3D intro for it.