1. Game Character Modeling
Creating a realtime character for Project IGI
Credits: Joachim Barrum & Mikael Noguchi (3dtotal.com)
Compiled By: Jon Chan
URL: http://www.3dtotal.com/team/Tutorials/IGI_tut/IGI_tut.asp
Description:
The following are good reading for understanding the whole pipeline involved in creation of 3D models for game. Low-poly (or Real-time) 3d model creation process depends greatly on the game engine used. Best is to check with the graphic programmer or game engine guru. For modeler, the 3D model will greatly affect the texturing and bone rigging process. Bad distribution of polygon, extreme shaped polygons, these will make UV unwrapping process difficult or cause jagged texture rendering problem in-game. Lack of polygon around joints will result in the model looking weird in certain poses.
2. Modeling game characters using primitive shapes
Low-Poly Character Modeling
Credits: Ben Mathis (3dtotal.com)
Compiled By: Jon Chan
URL: http://www.3dtotal.com/team/Tutorials/benmathis/benmathis_1.asp
Description:
This tutorial is a great start human character modeling. The character exposes major part of body and wear plated armor.
Start with a primitive 3D shape (cube, cylinder, sphere) is a good approach. nearly everything can be broken down to or is a combination of primitive shapes. Starting with basic cubes for each part (forearm, upper arm, hand, body, etc.) to editable polygon and shift the vertices. Finally connect the parts together as a single mesh.
This method is not without flaws. It gets very very tiring shifting vertices on mesh with high polygon count. For a 2000 poly model, this method will get stressful and time consuming. For even higher polygon count, it will get too labor-intensive. There is an additional step needed to correct the polygon distribution. Faces that are never seen have to be deleted. Location that needs additional focus need additional polygons (by extruding or sub-dividing). Again this is quite time consuming on a high poly model.
3. Modeling game characters by extruding edges
Low-Poly Character Modeling and Texturing
Credits: Athey Nansel-Moravetz (3dtotal.com)
Compiled By: Jon Chan
URL: http://www.3dtotal.com/team/Tutorials_3/low_poly_character/low_poly_01.asp
Description:
Here is another step by step tutorial on low-poly character modeling. This time it is modern character in windbreaker and jeans. The approach is significantly different. Instead of starting with primitive shapes and shifting vertices, the artist starts with surface and extrudes according to the contour of the model.
Extruding from edge approach can create model very close to the referenced picture. It is more suitable for model with big complex surface (like a human face). Compared to vertice shifting, this approach follows the contour closely and only create polygon when needed. Primitive and surface approach can be used as the same time on the model. Example the overall head is created using primitives, the facial features are created using edge extrusion. Finally both models are weld together into a single mesh.







