Datasheet

2 chapter 1 Blocking In the Mesh
The second section offers an interesting alternative to standard polygon modeling.
This section is geared toward those users unfamiliar with traditional modeling or who may
desire to learn a new approach. In this section we will create our base mesh using ZBrush
exclusively, utilizing the mesh-generating tool known as ZSpheres.
I have included both models on the DVD, and you are welcome to skip this chapter
and move on to sculpting; however, I recommend building a base mesh using these methods
at least once. This is not so much for the technical experience but because this is the very
rst place in which we address the overall gross proportions of the human figure. In the case
of this book we will be using a proportion of eight heads high. We will talk in more detail
about proportions later in this chapter.
Sculpting the Figure
In this chapter we will look at some of the core precepts that guide me while I sculpt any
human figure. Figure 1.1 shows the human figure that we will create in this book. It is a
heroic male figure realized in the eight-head proportion, which we will discuss in the next
section. It is my goal to share with you the workflows, thought processes, and technical
approaches I take to sculpt this figure. In this rst chapter we will lay the groundwork for
the remainder of the book. In terms of creating the base mesh, we will discuss the ideas
of gesture, form, and proportion as well as ways of thinking about sculpting in a digital
environment. In terms of the tutorial itself we will be creating the very basic sculpting
blocked-in mesh that will be the foundation of the next several chapters. In this rst chapter
we will be addressing the overall proportion of the human figure as well as starting to think
about how to create a mesh that is in line with our chosen proportional canon.
Figure 1.1 The final figure
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