I’m making a character system for a game, it will allow for in depth customization as well as changing form over time according to the player’s choices. Like increasing muscles, fatness, or getting really slim.
I tried modeling with the most fidelity i could to real human proportions as well as having a good topology for muscles and general animation (Wireframes at the end).
Polycount is 3420 verts, 3368 faces, 6540 tris.
This is the base mesh:
These are Shape keys:
Muscle:
Fat:
Emaciated:
Female:
Pregnant:
Here you can check the wireframe for the base mesh, topology is the same for all shape keys:
Note: Textures are baked from a DAZ Genesis character just as placeholders.