Rigged Character Lean Workflow

Hey, first time poster here :slight_smile: (will eventually get confident enough to post some models!)

In the lectures, the topic of working LEAN is brought up often, and I was just wondering how I can apply this to a rigged model. For example, I’m making a character for a game engine (Unity). I want to follow the general pattern of working with initially quite a low LOD and then iterating on it, however if I’m passing this to my friend (the Unity dev), he wants to have some simple rigging and animation to fiddle around with.

How does the LEAN workflow apply here? Does it work something like this:

  1. Create character mesh at LOD_A
  2. Duplicate mesh. Rename LOD_B.
  3. UV Unwrap and apply materials
  4. Create bone structure, rig with automatic weights
  5. Create animations
  6. Export model as FBX and send off to friend
  7. Iterate, add detail, and repeat.
  8. Is this something along the right lines? Is there a way to have rigging be reused between iterations? Apologies if this is brought up in later lectures, I'm near the end of the Game Asset Pack section for reference.

    Cheers!

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