Difference between revisions of "Character Modeling"

From polycount
Jump to: navigation, search
(Summary)
Line 1: Line 1:
 +
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

Revision as of 06:38, 15 May 2015

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.

  1. Subdivision Surface Modeling
  2. 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

More Information



Personal tools
Namespaces

Variants
Actions
Navigation
Tools