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.