Right, basically I have 4 models of a human character as I have been trying to model the character using a variety of different techniques, I firstly watched a YouTube video for inspiration and then just started modelling from there, I secondly thought I could try model it using a square with several different edges and found that it made it too complex looking at so many different vertices.
I was then showing a colleague my models and we discussed how it would be rigged and animated, he gave me some advice which he personally learnt from YouTube videos and that was that each part of the body i.e chest and limbs should contain 'Quads' I didn't really understand what he meant by this, but did some research and found a good tutorial which I have currently been following, in the tutorial the person narrating explains that having 'Quads' 4 sets of vertices/lines, allows for a much more realistic movement when it comes to animating, this made sense so I begun modelling my character by following the tutorial.
I have learnt a variety of different techniques and short cuts whilst watching these tutorials, which include:
* Pressing the front view allows me to view purely the front vertices, this means that it is easier to see because if I was viewing in another view port I would see the front and back, which at times can be confusing.
* X-ray mode - By pressing ALT+X this means I can see through the character and view anything behind it, in this case I was using a blueprint so this was an extremely useful tool.
* It is important to try make models as close to the shape as possible without adding a smoothing group/Turbo smooth, and I have learnt that using quads and moving vertices to create symmetrical rounded shapes can do this.
This is the link to the series of videos I have been watching;
http://www.youtube.com/playlist?list=PLE4693155A242C51F
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