Character Pipeline (Sculpt to Engine)
The stages a game character goes through
Also known as: Character workflow · Game character pipeline · Character art pipeline · Sculpt to game character · Character production steps
Definition
The character pipeline is the sequence of stages that turns a design into a playable game character. It usually runs from concept art and a model sheet, to a base mesh and high-poly sculpt, then retopology, UVs, baking, texturing, rigging and skinning, and finally export and setup in the engine with materials, LODs and animation. Each stage hands its result to the next, so problems that are not fixed early, such as bad topology or UVs, multiply later in the process.
In production
Check each stage before moving on: proportions and silhouette after the sculpt, clean topology and UVs after retopology, clean bakes before texturing, and deformation tests before animation. Keep the same pose, scale and naming throughout, and test in the engine early with a rough version. Know the hand-off points in the team, because artists, riggers and animators depend on consistent deliverables.
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See also
Base Mesh
Simple model used as the start of a sculpt or model
Retopology
Rebuilding a clean mesh over a sculpt
Baking
High-poly detail → low-poly texture
Rigging
Building a deformation skeleton
Game-Ready Asset
Asset prepared to run in a real-time engine
Model Sheet and Turnaround
Orthographic views of a character or prop
Game Art Roles
The main jobs in a game art team