Difference between revisions of "Character Modeling"

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(Summary)
(Character Modeling Tutorials)
 
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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]
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* [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 ==

Latest revision as of 02:17, 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.

  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



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