Character Modeling
Give the character a body.
Heroes, creatures, companions and the props they carry, modeled around the way they will be used. We start with silhouette and proportion, then resolve the forms that make the character feel like a person.
Start a models brief
Form / Material / Intention
Something useful
at the other end.
- A modeled character or agreed set of characters
- Organized topology and material assignments
- Source and export files agreed for your pipeline
File format, topology requirements and the intended software are agreed before production. Game-ready retopology, full rigging and engineering CAD require their own explicit scope.
A starting point
is enough.
- Concept art, reference or an early sketch
- Where the character will appear
- Any polycount, scale or technical requirements
-
01
Block out the silhouette
-
02
Review proportion and pose
-
03
Resolve the forms and prepare the handoff
We agree the scope, review moments and delivery formats before production. Feedback has a place in the process.
Northwind Courier
A hero character built for a stylised adventure world, where silhouette, weight and worn gear carry the story.
Explore project