Difference between revisions of "Character Modeling"
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+ | To model high-resolution characters, there are two common methods. These can be used independently, and they can also be used together. Each has its own strengths and weaknesses. | ||
+ | # [[Subdivision Surface Modeling]] | ||
+ | # [[CharacterSculpting|Digital Sculpting]] | ||
+ | |||
+ | To model a lower-resolution in-game model, modeling can be started from a geometric primitive (sometimes called box modeling) or it can be simplified from a high-resolution model ([[ReTopologyModeling]]). | ||
+ | |||
+ | If a high-resolution model is made, it can be converted into textures for the lower-resolution in-game model, using a process called [[Texture Baking]]. | ||
+ | |||
== Character Modeling Tutorials == | == Character Modeling Tutorials == | ||
* [http://www.polycount.com/forum/showthread.php?t=93526 Modular Character Models, Any Advice?] - Polycount forum thread | * [http://www.polycount.com/forum/showthread.php?t=93526 Modular Character Models, Any Advice?] - Polycount forum thread | ||
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* [http://artofluis.com/tutorials/character-creation-for-videogames/ Character Creation for Videogames] - by [http://artofluis.com Luis 'CastorPT' Antonio] | * [http://artofluis.com/tutorials/character-creation-for-videogames/ Character Creation for Videogames] - by [http://artofluis.com Luis 'CastorPT' Antonio] | ||
* [http://www.3dtotal.com/ffa/tutorials/max/joanofarc/joanmenu.asp Modeling Joan of Arc] by [http://mroger.net/ Michel Roger] | * [http://www.3dtotal.com/ffa/tutorials/max/joanofarc/joanmenu.asp Modeling Joan of Arc] by [http://mroger.net/ Michel Roger] | ||
+ | * [http://polycount.com/discussion/comment/2546404#Comment_2546404/ Blacksmith: Real Time] General character modeling break downs by [http://rodrigopixel.com.br/ Rodrigo Goncalves] | ||
== More Information == | == More Information == | ||
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− | [[Category:Character]] [[Category:CharacterModeling]] | + | [[Category:Character]] [[Category:CharacterModeling]] [[Category:Topology]] |
Latest revision as of 01:17, 17 May 2017
To model high-resolution characters, there are two common methods. These can be used independently, and they can also be used together. Each has its own strengths and weaknesses.
To model a lower-resolution in-game model, modeling can be started from a geometric primitive (sometimes called box modeling) or it can be simplified from a high-resolution model (ReTopologyModeling).
If a high-resolution model is made, it can be converted into textures for the lower-resolution in-game model, using a process called Texture Baking.
Character Modeling Tutorials
- Modular Character Models, Any Advice? - Polycount forum thread
- SkankerzeroModularCharacterSystem - By Jesse 'skankerzero' Sosa
- Roguedevelopmentdiary - By Lee 'almighty_gir' Devonald
- Dominance War IV: Pandicarus model, fur, feathers - by Mike 'Squirrely Jones' Voeller
- Dominance War IV: N0X video 1, video 2 - by Vadim 'Slipgatecentral' Bakhlychev
- Character Creation for Videogames - by Luis 'CastorPT' Antonio
- Modeling Joan of Arc by Michel Roger
- Blacksmith: Real Time General character modeling break downs by Rodrigo Goncalves
More Information
- Animation#Rigging
- Anatomy Reference
- BaseMesh
- CharacterSculpting
- Polygon Count
- ReTopologyModeling
- Subdivision Surface Modeling
- Topology