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.
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.
After taking the excellent human anatomy courses by Scott Eaton (July-August 2015), I decided to investigate further one of his favorite artists: Gottfried Bammes (1920-2007). Bammes was a professor of art at the Dresden Academy of Fine Art and is most well know for his anatomy books in particular Die Gestalt des Menschen (The Form of Man). He shows how to construct the skeleton and muscles from basic shapes. I attempted to mimic Bammes method in the embedded video using my 3D software ZBrush and Silo.
Quad is short for quadrilateral, a 4 sided shape. Quad meshes are ideal for digital sculpting and 3d animation. Sculpting on a mesh with a mixture of quads and non quads can result in pinching and sharp angles in unwanted areas. Here I present some cases where polygons can be converted into quads.