Mid Poly Modelling.

(A start to finish tutorial on how to model a game character from 3000-3500 polys)

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Index:

 

Designing Your Character:

Setup Your Max:

The Head:

The Useful Tools of Sub-object:

Back to Modelling The Head:

Cut and Style:

The Neck:

Poly Flow:

Proportions:

The Torso:

Arms:

Legs:

Something to Carry:

Add the Extras and Finish This Model:

My Two Cents:

 

What You Need to Know:

 

You should have used Max before and know your way around a fair bit. You will need to know how to move around inside of your view port and were most of the tools for low-poly modelling are found.

 

For This Tutorial:

 

3DS Max 4.2 (Should be able to do most of the tutorial in 3DS Max 3-4)

 

The Reason:

 

This is the first tutorial I have written, I also didn’t think I would be writing one at this point in my artist career. The reason behind this tutorial is that of the last few mouths I have been looking at many models in the ranged of 3000-3500 polys and a large number of artists are getting lazy. They haven’t been optimizing their models and using these extra faces to add detail we couldn’t before.

 

This tutorial is aimed to show you what new elements you can add with these extra faces, the techniques I use and also to remind you about optimizing your models. Also I will add my opinions on a few things about modelling and art for real-time games.

 

I have only been doing 3D art for about 18 mouths and been studying game art for the last 12 mouths. A lot of this time I have being studying game engines, and this is where this tutorial will be starting.

 

Know Your Weapon:

 

One of the most important things you should know before making a model for a game is to know want you are able to do in the game that the model is for. Ever game I have made a model for has had different pros and cons (some even have cons that can be turned into pros.) When you find out what a game engine can do, try and think outside of what other artist have done with the engine.

 

This model is for UT 2003 and I have made a list of things you should know about this game engine before you start designing a character for it. Also I have added what these things mean to us as artists.

 

 

 

 

 

 

These are the some thing I know about the UT 2003, and there maybe things will changed and added to this list. But these are the design specks I will be keeping with in for the tutorial.

 

 

 

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Brendan George                                                                                                                                                                                              BrendanDoord@hotmail.com

Mid-Poly Modelling

09/2002

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