Poly Modelling a Character
Getting Started
Creating characters from scratch is often the most difficultadvanced process for 3D modelling. For characters used in game engines, we focus on not using sculpting tools (like clay) and rely on reference images and applying faces to good topology. A constant consideration is taken when modelling as characters will be outfitted with an animation rig later, as well as morphs or blend-shapes for facial expression.
This is a YouTube playlist
https://www.youtube.com/playlist?list=PLL3OEv6vd5VBr3b5ZAFZcBlUKW50WNXee
What is covered
- Topology for faces
- Modelling a head
- Topology for bodies
- Modelling the body
- ...and more
Where to go from here?
Research standard character rigging in blender and confirm that animations look well from premade animations from either Mixamo or our Motion Capture Lab.
Research morphs or blend-shapes in Blender so that facial animations can be applied to your character(s).