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.

Then testing all possible movements and seeing how the mesh behaves modificate the weight maps for the vertices, this is the skinning.

Naming conventions

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.

morphs targets

When export to real time render engine software this take the control from the root skeletal join and the endo morphs will be recognized for some software like Unreal Engine but do not are admitted in Unity.

and animate

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.