Hi! I'm relatively new to 3d, so I have a question: how do you model a character in really complex pose? (something similar to classical sculpture for example) I assume it goes something like this: sculpt symmetrical body > pose character > clean up sculpt and add details > retopo + uv > texturing ?
And if it has two or more parts (like if character laying on the bed or something), do I keep it merged with polygroups or split it on different subtools?
Thank you!
Replies
The only reason you would retopo is if you wanted to create a game asset, an asset for animation, or an asset f0r an animated scene and use it with displacement maps.
You would split a figure from it's base for ease of sculpting and previewing, and eventually for baking maps if the figure was a character standing on a platform for example. If you wanted the base to appear as if it were attached (like a figure lying on a bed) you may well retopo the figure and the base as one. The same as a sculptor would approach the project.
If you want better information post some shots of what you are doing, or want to achieve.