Character modelling ranges from low to high poly, with complexity of the mesh taken into account for the type of use the character would require. This can be games, productions for animations or movies, where extra complexity of the mesh is mandatory for freedom of expression without present clipping and general deformities.

Such issues are fleshed out during the rigging process, where for games a more basic rig can do the job, while for animation a sophisticated rig is always sought for that’d allow for advanced animation opportunities. This entails IK rigs and so forth, depending on the engine the model will be integrated with.

Texturing then is implemented from an existing design, or fully from our side, using licensed textures and tools, or ones that have been provided. Complexity can range from applying a general texture, to pretty much painting one custom to the model.

Models can range from characters (humans, anthropomorphic, non-universal aliens), vehicles, any kinds of props, entire maps, populated and optimized for use on set or games. There is no limit.

To top that all, character animations play a crucial role in giving a character model life, whether custom sequences or loops like walking, running, gesturing. Having the basic animations loops is one of the best ways to focus on what’s most important.