martial artist 3d model
Create an animation-ready quad mesh for a realistic third-person fighting-game character. Preserve the face, hairstyle, muscular body proportions, costume silhouette, gloves, belt, pants, and martial-arts footwear. Prioritize clean deformation loops around the shoulders, elbows, wrists, fingers, hips, knees, ankles, neck, mouth, and eyes. Separate the arms from the torso and preserve adequate space beneath both armpits for rigging. Keep the hands, gloves, belt ends, legs, feet, and footwear as clearly separated geometry. Target approximately 40,000–60,000 faces. Preserve facial definition and the major clothing folds while removing unnecessary surface density. Avoid fused limbs, non-manifold geometry, overlapping surfaces, duplicate internal geometry, disconnected pieces, collapsed fingers, asymmetrical topology, and excessive polygons.
Tripo P2.0









