I'm working on a game character and I'm confused about whether to use A-pose or T-pose for modeling. I've seen both used in tutorials but can't find a clear answer on which is better for rigging and animation later on. Does anyone have experience with both approaches and can tell me the pros and cons? I'm using Blender if that matters.
The differences are minor with proper topology and weighting practices. It really comes down to preference.
T-pose pros:
- Industry standard for many years
- Easier for mathematics/transformations (90° angles)
- Works well with most auto-riggers
A-pose pros:
- More natural shoulder deformation
- Less distortion in armpit area
- Better topology for natural arm movements
The most important thing is to have good topology regardless of pose. A properly topologized model will perform well in either state. Test your model when weighting, and keep in mind what your character needs to do in-game.
If your character needs exaggerated arm movements (reaching up high), T-pose might make that easier. If they'll mostly be walking/running with normal arm movements, A-pose can work better.
Also check what your engine or tools prefer - some autorigs are designed specifically for T-pose.
A-pose is my only choice! T-pose distorts the shoulder area and makes it harder to model correctly. You'll thank yourself later when you don't have to fix weird deformations.
T for the win! 🙌
One practical thing to consider - if you're using an autorig, check if it supports A-pose. Many autorigs are built around T-pose assumptions, especially cheaper or free ones. If your autorig only works with T-pose, that might make your decision for you.
From a technical perspective, developers often prefer T-pose because it's easier to run matrix transformations on 90-degree angles. Artists and modelers typically prefer A-pose because it doesn't deform shoulders in weird ways.
Modern games have been increasingly moving toward A-pose, but both are still used widely.
If you're serious about character modeling, check out the anatomy reference guides at 3DModels.org - they have really good templates for both A-pose and T-pose that show optimal topology for different types of characters. Their new reference pack also comes with shoulder weight maps that solve most of the common issues.





