Hey all, I'm just trying to put together a base mesh for character sculpting, and treating it as a bit of a learning process rather than a quick 'bang out a base mesh asap and refine it in ZBrush'. I'm aiming to create a solid, nicely shaped base mesh most importantly with decent topology for sculpting. I'm having MAJOR…
For sculpting that's actually not ideal. That one thin loop should just be deleted/collapsed, unless you err... want to sculpt a lot more detail there than elsewhere? The closer to square all your faces are, the better. Some stretching won't make a big difference, but thin long faces like those really aren't ideal.
cryrid, thanks for the links. I added a couple to the wiki. http://wiki.polycount.com/BaseMesh Didn't add the $12 renderosity one, didn't seem worth it.
How are you going about it? If you're box modelling (and it sounds like you are, as it lends itself to the bendy straw shoulder), try strip modelling. Build the major loops from polystrips first, then fill in the gaps adjusting the number and position of edges in your main loops as you go. You'll pick up a few tricks for…
Cheers Cyrael, Yeah I see your point. The two reasons I want to do it, really, are firstly, I think it looks a lot better on lower poly models where the topology and smoothing is selling the model on it's own without normal maps, and secondly, I just think it's one of those things I should have in my 'modeling armoury'. I…
So here's a suggestion, if you can't seem to get the technical aspect of it, then create it how you know - even if the edge flow is incorrect to what you are going for - get the silhouette of the shoulder down. If you look at your ref image you can see that they both have a very similar silhouette, just different edge…
Thanks a lot everyone, I got there in the end. It still needs work, and the forms aren't even touched yet. I was focusing on just getting those loops flowing nicely. Much appreciated responses, thanks again.
Thanks Cryrid. Yeah that topology in the Scott Eaton model is exactly what I'm talking about. You're correct in saying I shouldn't worry too much about the topology pre-sculpt, but I'm doing it more just so I know I 'can' do it really. I've got plenty of ref, but I'm just not sure how to do it technically. It's purely a…
The debate on which works best for animation shouldn't really carry over to what works best for sculpting. You'd generally want to keep the base mesh as simple as you can so that you can quickly alter it while sculpting, and then go back and give it the topology for animation once it's done. If you're having trouble…