Here's a little hint: you absolutely will have to experiment with these things. These are very complex subjects, and the only way to really master them is to experiment. You will have to scrap models. Many, many models. I do not believe that you will be able to just fill your head with a bunch of tutorials, then jump right in to building perfect, game-ready models immediately without discarding and trying again. Sorry, but that's just not the way the world works.
Thank you for the awesome help and links, one more thing.
I obviously want to cloth my model with armors and Jackets or whatever. So if the flexible objects are added in Engine, i guess it would be proper to sculpt them as the same model, and i take it there mind be a kind of painting tool to get the cloth to fall and look right....
i suppose for attachments, all i can see for the time being is to sculpt them directly into the mesh or add them as other objects and combine it, i dont think there will be any mesh problems, but again maybe the uv map will hate it, im not even sure how to work with or fix a uv map. but im sure there's a point where i will need to learn to.
That whole texturing tutorial thing looks amazing, i think i will enjoy looking that over for art in general.
As for the robots, Im trying to think of how really it could be done because i was certain that when useing the painting thing that it makes the mesh stretch in place. and thats just not very robotic, you know? so maybe if the limbs are each totally separate models and then some how attached thorugh rigging. even then im confused.
Rigging doesnt seem that complicated, but i do want very expressive and vibrant characters, robot or not in the future, and ive seen some tools people dont normally use like the Eye tracking glasses marker. I tried and downloaded a rig of the maya Norman animation guy, but it required me to use some other version of blender that was newer and i was uncomfortable with the whole set up of how the camera worked and everything.
Also in adding key frames it didn't do the smoothing in between so i could really see how it worked.
Sorry if i sound really ignorant or incompetent, im learning, haha.
I just want to intake all the info and experience i can, and i will hopefully do that eventual in blender, its just like navigating a complex maze, and if your a baby in the world how do you know what an IK or a UV is or even the concept of walking and running in this new world of tools.
A problem just recently actually if you could incline me to an information, i have a low poly cat model, but iwant to delete his leg, and i know how, but when i do i discover he has 5-6 points, not 4, and i can reface the object, how to i reface something like that?
Is there an opposite of CTRL R loop cut that will give me more possibilities?