The most complicated part of the base mesh.
Creating a torso by extending a box.
Creating eyelids from cylinders.
Part three of Building a base mesh series. I use two boxes to model a foot and then layout UVs. Take notice that I make sure my foot has an octogon (8-sided polygon) at the top. This will be important when I put the pieces together.
Part two of building a base mesh. Here I create the face for the base mesh. This is the second most difficult part of the series. I designed an edge loop plan using ZBrush on a 3D scan of a real face. I then used that plan to develop the base mesh face. The edge loops are meant to mimic the muscle structure of a human face. My goal was to minimize the polygons used while still capturing the directionality of the orbicularis oculi (eye muscles), orbicularis oris (mouth muscles) and the zygomatic muscles (smiling muscles).
You can download the plans on this page.
Happy New Year!
I am beginning a new series where I show how to build a base mesh for sculpting and animation step by step. This mesh will be designed to use fewer polygons for better subdivision. This first part shows how to build a hand. I’ve created two versions of the tutorial, one with no words the other with verbal and written descriptions. I’m hoping the non-verbal version will be useful for non-English speakers. Please let me know in the comments which version you prefer.