Datasheet
Blocking In the Mesh
In this chapter we will create a sculpting
mesh. This is a very simple blocked-in model to serve as a foundation
on which to sculpt the figure. We will look at two different methods of
creating a mesh upon which to sculpt our figure. The mesh we create will
be a very basic armature, which represents the most basic proportions of
the figure. The idea is to create the most versatile base possible to support
the sculpting in subsequent chapters. By making a complex base mesh
you can lock yourself into certain shapes too early. By taking the approach
we use here, which creates an extremely simple blocked-in model, we will
be able to sculpt nearly anything we want on the mesh. If your ultimate
needs demand more specific topology, Chapter 9 deals with rebuilding the
underlying mesh while retaining all your sculpted details. This workflow
of sculpting first and remeshing later is the standard approach that I have
used professionally for the past several years for multiple clients.
The first section of this chapter addresses a standard polygon
modeling approach to generating the mesh. This takes place in Maya and
assumes a certain familiarity with Maya’s modeling tool set. These tools
and approaches are universal and can easily be applied to any polygon
modeling package, as the tools utilized are standard between all polygon
modeling applications.
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