After the character is approved on the paper and its plasticine model is ready, the 3D modeling can be started. This process is not less complicated and labor intensive than the previous ones.
Before starting modeling one should prepare a sharp image of the character (a sketch): it looks like a scheme, where the character is depicted in a neutral posture in front and profile-views. This sketch will be used as a background image for the viewports in a 3D package (in our case it is XSI). There are a lot of ways of modeling in the three-dimensional medium, but the basic one is considered to be the polygonal.
A polygon is a multangular, constituting of 3 or more points (apexes) connected between each other by edges. As a rule, the polygons which consist of 4 apexes are created. By connecting the polygons with each other one can create almost any object. In the course of work the modeler creates, joints and squeezes the polygons till they correspond to the sketches of the character, which were put as a background for the viewports.
During the modeling only the half of the character is created, which is then duplicated, mirrored and the resulting 2 parts are joined together, forming a complete model. While modeling the characters for animation one should pay special attention to the position of edges and polygons in the areas of knuckle flexions, so they could flex correctly and tidily, which is very important in animation…
The next stage after the modeling is the UV-mapping and texturing of the character.