We have an art team of 2 full timers and 2-3 rotating graduate students and we needed to systemize how we make human characters for our games. This is our basemesh system for rapidly generating new character assets.
Original face topology and rigging tools created by the talented Kirby Culbertson
Sculpting, texturing and posing of new characters and clothing by myself.
Clothing on the right three posed characters made by Cassandra Ortiz and Darren Woodland