...but not terribly far away.There are a plethora (...oh El
Guapo!) of
tutes out there on character modeling and modeling in general so I won't go into the build of this character.
There's no Eyeballs!I'm aiming for an all-up
vert count of around 2500 fully kitted and ready to rock. "Bah, next gen characters are weighing in at 16thou+!" I hear you say, true but what I'm laying down here is designed to be
scalable up or down. I haven't built eyes for this dude nor any facial features for that matter. At this point I'm considering using an animated texture for facial expressions so I've created a smooth surface and profile... Old school, Yeah.
The KeyI hate UV mapping, there I said it, you hate it too though! Thing is with characters right, they're mostly the same physical form, why not
allocate body parts their own space on the UV map, and maintain this layout for every character that you create (within reason). For every character you create you will have a fresh data set that can be combined with parts from other characters to generate yet more characters, viola, your custom character tool or even totally unique NPC's.