'Project Overview'

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"LowPoly Character Modelling" by Ben Mathis

LowPoly Character Modelling
I am taking Modelling for Game Design this quarter and our final project is to model a character. I modelled a horse for the vehicle project, and the process page for it can be viewed here. I want to go even further in depth into my modeling process.

I am doing this for two reasons. First and foremost is so that any potential employers looking through my work can get an idea behind my workflow. The second reason, is because so many people model WRONG! Not that my way is the only right way (but it is a right way), but that I found it to yield superior results to the process I have seen my classmates and online peers use.

So to begin, I want to show how most people model.

Most people start with a box, and then start extruding like so:

The reasoning behind this seems sound at first - to keep everything in quads of course!

That seems to be the mantra today quads, quads, QUADS!
While quadrilaterals are indeed good, they are not the most important part of the model, because whether its an 80 poly game model, or a 80 million micropoly displaced Lord of the Rings cave troll, no one will see your wireframe. What they will see, is the topology of the shape.


So people need to start emphasizing shape first, THEN get to making their faces all 4 sided. If you get too caught up in keeping quads you will lose the artistic flow of the model

Now you ask, "How then shall I model?"

 

Good question. Here is a way that I found that works for me. It is not the end all, but it hasnt failed me yet. I don't believe I am the first to use this, but I did not directly copy anyone's process when I thought it up.

The tutorial is split in 4 essential parts. I suggest you work through them in the given line-up, but you don't have to.


Final Model




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