Sprite 3D character modeling
Low poly 3D character modeling for video game. 2000 polys only with opacity, diffuse, specular and normal maps.
3D character rigging
After 3D character modeling following the concept art, the next step is the rigging and facial morphs for expression.
When rigging is important make sure that the child joins of the chain have the rotation axis in the same orientation each other.
Test the joins rotation to establish the rotation limits, use a muscle system when flexing the mesh do go intersect, if you are not doing muscle skinning they are accurate tools for skin deformations.
There is a standard for the connection and naming of the hierarchy of bones (joins), the root will be near the pubis, this will be the father of the child bone chains.
Animation and exportation the necessary animations i.e. idle, walk, run, jump… the animation controls of the game engine will do the blending in between each of them for a soft transition in the game play.