Character Modeling
From polycount
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