Hi, I'm a beginner artist, during my third year in my game design Bachelor, I decided that I wanted to try making an anime character that looks as good as the one you can see in Gacha games likes Genshin Impact, Wuthering waves, etc...
I started designing my character, making a few iterations, working on silhouette and making a colored concept art, as well as many reasearch about how the characters are made etc... I don't have the pretentation to be able to make something as good but I will try my best.


Using Blender I started to create the body, feet, hands and head, mostly working with models from Genshin Impact to have visual data of the vertex density depending on the body part. So I tried my best to make a topology that was making sense to me, but I have no real Idea of if my topology is good or not and how I could improved it for a character that will be animated. That's why I decided to post here, I hope anyone could help me figuring out what I could improve.
modelThanks in advance for your time and consideration.
Replies
Here you can see the FBX, I'm still making a few tests on textures, but here are a few screenshots of my result so far. Mostly trying to explore what kind of patterns would fit the shapes of the cloths.
model
I will update textures again in a few days as well with the model for the book and the dagger.
I won't reupload the sketchfab preview since I reuploaded the model so you can see the new weapons on the above sketchfab preview.
So apparently Blender and Substance painter triangulation of quads is slightly different, to avoid those defformation you can add a triangulate modifier with those parameters. Atleast it worked for me.