10 basic rules for creating a character in 3D

I present you 10 rules that will help to create an excellent character model in Maya or 3ds Max (and in other programs). Of course, this is not the solution to all your problems, and adhering to them you will not become a great modeler, because it requires a lot of work. Just use these rules in modeling.

1. The fewer polygons in the beginning, the better. Create a model with a minimum number of polygons, and then gradually increase the level of detail of the character. View the model in the anti-aliasing mode in Maya. Remember, a high-poly model in the future will be less suitable for editing.

2. Create a uniform grid. The grid should look outwardly neat. A mess in the grid will lead to a mess in the work with the character in the future.

3. Polygons should be 4-angle. Try to do only so. Sometimes you have to combine, cut off the edges and add new ones to get a grid of only 4-angle polygons.

4. Create a grid that will form a shape. The grid must create a form, and not be present for the view.

5. Polygons in the grid must be allowed in the direction of the main muscle groups on the model. One of the basic rules. You will never get the right muscles if you do it differently.

6. Specifically, go to the places of bends and joints. Do not forget that you will still need to animate the model. Prepare it to the maximum for future work.

7. The model should have a clear shape at level 1 smoothing.

8. Try not to have more than 4 faces attached to one vertex. Just try to do it in time, you will understand why this is the way to do it.

9. Make the model integral and began to model in parts.

10. Try to move away from square shapes. But do not overdo it with cutting faces.

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