Devblog 28 – From Concept to 3D. Part 1/3.

Welcome back to the Rekt Games devblog! This week, we have our GUEST POST below!

Greetings fellow viewers. I’m Chris the 3D wizard here at Rekt Games.

In this blog I will briefly go through my workflow from where Johannes blog ended. In this first part, I’ll try to explain my way of thinking regarding modeling.


1.1 Base blockout/Modeling.

This is where it always begins. I have a model to act as a reference model, in this way I can have a sense of scale so that a helmet, glove or even a door are created in the same size fitting to the character.

From here I start to block out some shapes, I don’t care for details or optimization, I just want to focus on the overall shape and the silhouette of the model.

This is an ongoing process that requires a bit back and forth. Often when dealing with concepts it is not always a correct measure,sometimes upon seeing this in 3D you notice that it might be to small, big, flat etc. This is why I don’t care for details atm.

In case of the blog I will not show you any of these blockout shapes, when this process is done and it has been approved by our art lead I’ll start to refine it. Then, I clean it up and add the extra details.

During this blog you will hear some technical terms, I will do my best to explain each word, but, as a reader, feel free to take this knowledge and explore further on you own.

Wireframe is a term to see how the mesh is constructed, shapes and forms connected in a 3D wired view.
Polygon is a term to define how dense the mesh is. The higher the polygon the more data it is stored resulting in a more smoother model, but it will use more data from the game engine. When working with gamedev optimization, it’s an important factor since the more polygons overall, the more powerful rig you’ll need to not lag.


The polygon amount (Polycount) can vary a lot depending on the game and its platform, from 500 polys in a mobile game to several thousand in high budget titles. I have around 10 thousand for the entire set, which is an acceptable amount.

1.2 Detailed modeling.

A common working method is what we call high to low workflow. This is when I create a higher detailed mesh (HP –  High poly) and a lower game friendlier mesh (LP – Low poly). Once that is done I will begun UV mapping the Low poly mesh.

That’s all you’re getting for this week! Stay tuned for the next section of this blog series: What do you do with the model when the shape is ready?

Thank you 3D-wizard Chris for the amazing introduction!

Also, don’t forget to follow us on socials @rektgames. Or click the links below.

By | 2019-02-13T14:30:39+00:00 February 13th, 2019|Fightworld|0 Comments

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