'3D Studio MAX'

.
'Unreal Character Development'
by Andrew Smith

Web:www.smithanimation.com

Email: iceace17@msn.com


Modelling Overview - Modeling Pipeline :

I will now show you the over-time creation of my character. In the near future, I will eventually have tutorials explaining how to low-poly model each part of the body on my web-site since there is too much information for one tutorial.



Notice where the loops are placed in the characters chest, face, and shoulders. The key is maintaining a nice mesh flow in parts that will be moving a lot when the character is moving around.


Modelling Overview - Modeling Pipeline :

More steps of my work as I continue modeling my character.


Once again, notice the edges I put in where I want the fingers to be able to bend. Also, I only used 3 fingers to keep the look and feel of an imaginary character. A lot of cartoons only use 3 fingers and a thumb.



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Now we have finished the modelling it's now time to tackle the unwrapping and texturing stage of the character.

Concept Design & Modelling
Page 4

Unwrapping & Texturing

Rigging & Importing


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