Datasheet

Creating a Base Sculpting Mesh 29
Figure 1.55 The capsule mesh after moving the ZSpheres to the correct head measure lines
7. Under Tool Adaptive Skin, turn on Classic Skinning. Set Density to 4, Ires to 3,
Mbr to 91, and Mc to On. This insures the best results from the polygon skin. Feel
free to experiment with these values and use anything that you feel makes your
volumes better. The important thing in this tutorial is that the proportions remain
consistent.
8. Add child spheres for the shoulders and pelvis as seen in
Figure 1.56. Be sure to check your progress with the A
key. Since we are using the new ZSpheres2 skinning, by
default the mesh should conform exactly to the spheres
you see on screen.
9. Draw ZSpheres for the hands, feet, and head. Switch to
move mode with the W key and pull them away from the
body (Figure 1.57). Drag the foot spheres down to the
8th head measure. Drag the wrist spheres to just below
the 4th head measure. Once the wrists are placed at the
point just below the waist, we know the arm length is
accurate. Switch to rotate mode with the R hotkey, and
clicking between the shoulder and wrist spheres, rotate
the arms up as seen in Figure 1.57b. This is because the
arm span is equal to the total height of the gure. If we
place the wrist just below the waist then rotate them up
into position, we can be sure the arms are the correct
length once the hands are added.
Figure 1.56 Creating the shoulders and pelvis
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