(edit: Please check out mesh in progress on Page 2>>>)
New to Low-Poly modeling, but I want to try and do a good job by taking the time to prepare well.
If I understand correctly, the steps are as follows:
- Sketch my character: side & front (preferrably in proportional modeling pose?)
- Load in my sketches as reference into image planes
- Model from head to toe/fingers (I’ll probably use box-style)
modeling approach: start big, get major form in, progressively add detail, only where absolutely necessary to define form, follow edge loops for animation. (Use quads to model, and then triangulate it all at the end? Target: under 4000 triangles?)
- UV Map the entire character (as one 1024 texture, or as 1024 body, 512 head?)
- Paint Texture in Photoshop (or other) and apply.
- Rig character and Roll!
This is my current understanding. I could use some clarification of a few issues:
A: I am modeling a female fighting character. Where can I find good reference mesh images of proven acceptable topology?
For example the sci-fi girlee in this thread http://www.cgtalk.com/showthread.php?s=&threadid=105704 is looking nice. Can I trust this mesh as a good reference? What about head close-up meshes?
B: How many polys for the head as opposed to the body?
C: Is one full body texture map better, or more?
D: How long should this workflow take someone mildly experienced, working at a game company? As in what’s my target speed (in work days) after doing a few, to achieve reasonably high quality - not including rigging? (As in enough to impress someone and get a job doing this?)
Thanks for taking the time to enlighten me, and bring me up to speed in this new area of 3D for me.