Ive always found characters like this interesting, but now im starting to wonder about the workflow. Creating a high poly doesn't seem very practical in my eyes, since these arent next/current gen characters. So does anyone want to help me out and give me some information on this style? Or does anyone know of any tutorials…
Free please. And id much prefer vector drawings. I usually download other peoples base meshes and make orthos from that and model my character from it, but i cant really find any.
For some reason the neck stands out very bad in the image above, look at the one before it. Ill fix it though, i noticed this before but got side tracked. I modeled this against orthos created from this base mesh: http://nickzucc.blogspot.com/ Im not trying to mimic any of the armor above specifically, and im not planning…
You aren't sending your model straight into mmorpg engine, why would you care about head separation? You will separate it during UVing most probably, but it's up to you if you're gonna keep the whole body as a single mesh. Japanese developers tend to increase polygon density on the faces a lot - check this Leon's model for…
id forget about implentation specific stuff, you dont need to worry about face swapping if your not exporting it to an engine. get some good concept art and copy it as closely as possible. They may have a few clever tricks to get certain looks but 99% of any good model is good observation from the concept art/ reference.
I see you can change faces in the options, does this mean the head should be separated? Id use 3dx ripper to rip the models and learn from them but i think ijji's hack shield would guard that.