for books try 'pre-owned' might have better luck digging up legacy workflows e.g. https://www.awesomebooks.com/book/9780240809786/game-character-modeling-and-animation-with-3ds-max/used
I think the goto book of the day for facial modelling and animation was https://www.amazon.co.uk/Stop-Staring-Facial-Modeling-Animation/dp/0470609907 probably still relevant when trying to achieve "character" :/ I've got a first edition copy from 2003
The actual models that go into animation are still done like what's shown in the OP: manageable base model created in a very clean way by whatever method most suited to the shape required and/or defined by what the software supports - and then subdivided as needed. What's changed is the complexity of everything going into…
No no, I am. What I meant was, I find it crazy that Kong or Gollum or any of these high quality games that came out doing the time didn't have any aspects of sculpting. I didn't know if there was any kind of secret sculpting software that let them get higher details into the model. (If that makes sense)
Well, that's precisely why I was mentionning earlier that some of the confusion in this thread might be coming from where you are in your learning of polygon modeling in general. This (and the weird question about the ears) 100% confirms it. And again none of this relates to "old" or "new" models (beyond the fact that…
Editable Poly is what made Meshtools et al possible in the first place. So we are both talking functionality, not the technical underpinnings (of which I have no clue of), correct? Because Meshtools brought all the poly modelling goodies: Connect/Divide/Push/Pull/Relax/Inset and so on as well as selection functions like…
Confusing thread is confusing :D To the OP : - Alright, so we have established that there is no "then" VS "now" in regards to polygon modeling - it's all been the same for 20+ years. So these screenshots of the Gollum and Kratos wireframes are hardly relevant. - No sculpting is needed in order to get a high detailled look…