Deciding Factor

 Which platform?

 What method or tools to use?

 High-end? Games?

 Deciding polygon count and approaches
Tips!

 TOPOLOGY! Topology! Topology!

 Blocking (Keeping it simple first)

 Box Modelling? Patch Modelling?

 Where to hide seams?

 Plan ahead!
Topology
Links

 http://sinisthesia.blogspot.com/2011/06/character-
  development-workshop-part-1.html



 http://www.creativecrash.com/tutorials/real-time-
  character-modeling-tutorial#tabs
Games Consideration

 Similar workflow however the pipeline is much
  restrictive

 Polygon Count limitation

 Games engine and platform restriction

 Topology is extremely important! Where to add
  details

 Singular polygon in most cases (Depending on
  Design)
Games Consideration
Games Consideration

In LowPoly Textures plays an important role
Workflow

 1. Design, Research, Profile, Storyboards

 2. Blueprint/Model Sheet preparation
Character Sheet
Character Sheet
Alignment
Workflow

 3. Keeping it Simple (Design Blocking)

 4. Adding Details, Blending Shapes

 5. Refinements
Blocking
Blocking
Refinement
Refinement
Smoothed
Workflow

 6. UV Mapping, UnWrapping
Colour Map
Colour Map
Workflow

 7. Rigging (Skeletons, Controllers, Weight Painting)

 8. Rig Testing
Weight Painting
Weight Painting
Workflow

 9. Animating (Blocking Poses, etc)

 10. Compositing (Backdrop, Colour Correction, VFX)

Presentation Char modelling tips