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Base Mesh topology and jacket sculpting

Hey all, couple of quickies about character stuff.

Firstly, when building a base mesh for sculpting, which shoulder topology would work better? The 'anatomically favoured' way where the arms extrude out from under the deltoid or the 'bendy straw' method. I know it's a debated topic in terms of animation deformation but I wasn't sure if one way is better for getting a decent result from sculpting.

Secondly, what's a good way of adding an upturned collar that flows into a lapel on a sculpted jacket? Specifically Ghost Riders collar. Should I sculpt the main jacket down to the zip after extracting it from my base, then bring in the collar from some polys separate?

Thanks

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