Datasheet

Creating a Base Sculpting Mesh 25
Supination
Pronation
Figure 1.48 The forearm muscles in pronation and supination
6. It is important to be sure the geometry is as clean as possible. If we export a mesh to
ZBrush with holes or otherwise erroneous geometry that went unnoticed, it can be
very difficult to x once we have started sculpting. Use the custom polygon display to
check for border edges and unmerged polygons. In Maya click Display
Polygons
Custom Polygon Display. Make sure Border Edges is
checked (Figure 1.49). This will highlight any unmerged
edges or holes in the mesh.
7. To resolve any other geometry problems, use the Cleanup
function, found under the Polygons menu. Cleanup
will remove lamina faces and other problematic geom-
etry errors that may have cropped up while we model.
Figure 1.50 shows the Cleanup Options window.
8. Now delete the instance and duplicate again as a copy.
Merge the two halves and make sure all vertices along
the edge are wielded. Average the vertices by going to
Mesh
Average Vertices to display the window shown in
Figure 1.51. This operation helps smooth the forms and
soften any remaining facets.
Image courtesy of www.3d.sk.
Figure 1.49 The Custom Polygon Display
Options window
50260c01.indd 25 11/9/09 10:41:32 PM