Creating a 3d animated low poly character for games Part 1

1-Modeling the character:

I’ve used a few references for this character, as you can see here:


I developed a method for the creation of the first geometry, the first box, it consist on defining the essential points in the main structure of the character, count the number of points and creating the geometry.
Here are the essential points for this Brazilian deer, observe that I remove the head and the paws from the main structure:


You can do this with pencil and paper.




Here are the points and the shape I’ll use in the main geometry, a grid of 2 rows in Height and 3 in Width, making 10 vertexes around, and 2 in the middle.
I always use references inside max, just create a proportional plane, drag the image to the material editor ( M ), then drag the sphere to the plane. After that, move the plane back, in my case, the Y axis, so the origin will be clear for the character.


Now in the 3Dsmax u can make this box, with laterally the same number of vertexes, the only difference is the depth, with 2 rows also, for the Symmetry.
Start modeling by this kind of geometry makes the whole process easier.
Observe also that your model NEED to be on the origin of the world, place it on the X=0 Y=0 position, as the picture shows.
For the visualization, try use the ALT+X shortcut with the geometry selected, will make it transparent in the viewport.


Add an Edit poly modifier, select vertexes sub object level ( 1 ) and move the vertexes to the contour of the character


Select and delete half of the geometry, obeying the simmetry.


Create a mirror: Instance
this allow operations done on one side affect the other.


This is the geometry seen by the Left side ( L ) (the front of the character)


Here I move the selected vertices towards the middle of the character, to give a “round” appearance.


Now the opposite vertices also were moved, toward the center.


Now from the front (F) (the side of the character).
whith more tweaking.


Select the polygon ( 4 ) and extrude.


Tweak


Another Extrude


Now a lot of tweaking.


This is basicaly how to sculpt the shape of the character, but for games I strongly recommend u to use edit mesh modifier in order to see and work with all the edges, or, you can do this:

Convert to edit mesh select all edges, click the ( Visible ) button, then convert back to edit poly.


As you can see, all the edges are visible and u can work with them.
After that, u will need to delete the old and mirror a new one.

When you need to make operations that involves the two sides of the simmetry, like extruding the neck or the tail, u will need to weld both parts before this operations, for that, delete one of the sides, mirror the other like a “COPY”, not instance, COPY, then click in the “ATTACH” button and in the other side:



Depending on the version of your max, if you do this attach operation, half of the model will have it faces flipped, to fix that do this: select the copy, apply the modifier “NORMAL”, this will flip the normals, now, select the original part, the one without the modifier, click the “ATTACH” button, then click in the flipped mirrored side.


This is the part were u need to model the rest, but a step by step tutorial will be veeery extensive, so, do your best, here are my references for you, basically, use: Extrude, Bevel, Chanfer, Cut, Target-Weld, Collapse and a lot of tweaking.
Remember that always u need, convert to edit poly or edit mesh, each one has its own benefits.










this concludes the first part of this tutorial.

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