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NPC models for indie games: making a cast on a budget

Background characters don't need hero detail. How to plan, generate and share rigs across an NPC cast so it stays on budget.

Aman PorwalFounder @ Vi3W

3 min read

A pencil sketch of a brass lantern on paper, with the same lantern rising off the page as a solid, lit object

Quick answer

How can an indie team make many NPC models cheaply?

Plan the cast in tiers so detail goes where players look. Use one shared humanoid skeleton and animation set for every NPC, generate or source the meshes in one consistent style, and create variety with colour swaps, accessories and scale rather than new models. Reserve hand-crafted work for the few named characters players talk to.

Tier the cast

Not every character deserves the same effort. Sort them:

  • Tier 1, named characters: the ones players talk to, see in cutscenes, remember. Few. Worth the most effort.
  • Tier 2, functional NPCs: shopkeepers, guards, quest givers. Seen up close but briefly.
  • Tier 3, crowds: villagers, townsfolk, background figures. Seen at a distance, often many at once.

Spend detail top-down. A crowd of a hundred needs light models and shared everything.

One skeleton to rule them all

The biggest saving: every humanoid NPC uses the same skeleton and the same set of animations. Walk, idle, talk, wave, sit, work. Animate once, reuse everywhere.

  • Mixamo rigs bipedal humanoids onto a consistent skeleton, and its animations are free with an Adobe ID for commercial projects, per Adobe's FAQ. Using Mixamo with an AI character.
  • In Unity, set every NPC to Humanoid and retarget animations through Mecanim.
  • In Unreal, use one skeleton or retarget between them.

Making the meshes

For tiers 2 and 3, generation is a good fit:

  1. Write a style sheet: proportions, palette, materials, style words.
  2. Generate NPCs in a neutral A-pose from short descriptions or quick sketches: "stylised villager, apron, chunky proportions, A-pose". A-pose vs T-pose.
  3. Check each in Vi3W's image step for consistency before the 3D step.
  4. Clean and rig each one onto the shared skeleton.

For tier 1, use a turnaround and give it the most care. Character turnaround sheet to 3D.

Variety without new models

From each base NPC, make several:

  • Colour swaps: different clothing colours via material variants.
  • Accessories: hats, bags, tools as separate meshes attached to bones.
  • Scale: small changes to height and build.
  • Heads: a few swappable heads on shared bodies.

Five bases with four variations each give twenty NPCs.

Keep them consistent

A cast from many sources looks like a costume party. Use the same style words for every generation, the same palette, and line them up side by side regularly. Stylised 3D characters with AI has tips for staying on-model.

Performance

  • Light meshes for tier 3, with LODs.
  • Shared materials and texture atlases.
  • Animation LOD or reduced update rates for distant crowds.
  • Instancing where your engine supports it for skinned meshes.

Budget sense-check

Compare the routes for a tier 2 or 3 NPC: a commissioned character can cost hundreds to thousands of dollars (3D character model cost); a free pack costs time and style compromises; a generated mesh rigged to a shared skeleton costs credits and a short rigging pass.

Need a village full of people? Generate your NPC bases in Vi3W and give them one shared skeleton.

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