Thanks very much for offers and advice. Character animation is brutally hard and my biggest concern. There is a reason you see tons of models on Turbosquid.com but very few ones that are fully rigged and animated. Luckily I've got some contacts of guys who work full-time at CG animation houses who occasionally do contract work to earn a bit of extra cash.
Basically, I want to avoid this sort of amateur-ish stuff:
http://www.youtube.com/watch?v=pv5ThzDHykg. And assemble a long-term portfolio of quality fitness animations that I can reuse again and again.
With regards to the poly count, for comparison, Half-Life 2 used models with 2500 to 5000 tris per character.
Someone on a different forum brought up the problem with Crossfit, and that is Greg Glassman being extremely defensive about his baby. So I will avoid that to start.
I think I will do Olympic Weightlifting first, snatch and clean/jerk, copying the gameplay directly from the old Summer Games series for the c64. Free web browser game, a few hundred dollars worth of art (hopefully) to commission. If I can achieve a certain level of quality and interest then I can start investing some real money into this, hopefully delivering a real game with some real muscle and strength in it.
If not, well, it was worth a shot.
What do you guys think? Do you dig a small game where you control a fit, hot, chick pressing a lot of weight over her head
