I will say I’m very much still a rookie.
I first learned 3DS Max in highschool as a freshman an worked with it for 3 years then had life complications and had to put it on hold as I learned modeling is a hobby at the moment rather than a fulltime career; schooling is just to much money and finding a job is way to hard with such a position. So now I have free time and working towards keeping it a hobby and even seeing where it goes. BUT even though I say it as a hobby I’m very serious about excelling and pushing my skills every day one step further and being the best I possibly can. So I mainly taught myself everything I know and watched alot of tutorials and read a bit on tutorialized.com. But I don’t know terms that well nor the hotkeys and techniques some people use. So what may of seemed easy for others was baffling me. Mainly I push to always create great quality/detailed models but still keeping in mind these models don’t heavily rely on alot of polys and edges. I try to minimize as much as possible as the material I’m making maybe used in a game I want to create later. So for the past few months I’ve gotten back into 3D Modeling and now just got a drawing tablet and slowly learning mudbox. I created a little team with a few friends and I’m the only modeller an so I’m trying to figure out how to make some character models and other organic forms without having all these faces and edges but still have it look like great quality and presentable. I don’t understand in my mind where the right spots are to put extra edges so the model doesn’t deform. An how do I create a model character that can be put in game that looks as good as the meshsmooth in the end but doesn’t need meshsmooth and looks just as presentable but with a fraction of the polies. My mind has so many questions and I’m really confused at this point.
I really don’t know where a good start is to understand both modelling and the boundaries and best methods for doing models for video games truly. I’m currently making floors, objects, organic from plantation an anatomy.
So truly any help and references you could supply would mean the world to me.
I’d like to add as much as I’m going to push for realistic modelling the game I’m currently making has a chibi look of everything. Such as reference of Nendoroids if you’ve seen them. The little pvc figures that are 4" high. An then I’m working later on anime style characters and hope back into realism for sculpting. I don’t know if like you said but if i’m truly working backwards instead of forwards.