For me a base mesh is very important aspect of the pipeline. a good base mesh will make my life easier later on when sculpting in Zbrush or rigging and animating.
For this base mesh I began with blocking out the major shapes (the proxy mesh I created earlier was very helpful at this stage as I could just copy some elements and work on them, rather than making everything from scratch). Once the shape was ready I started adding more subdivisions. I had to be very concious about where I was putting the edges to match my design so the model will deform better in the animation process. Also having good edge flow helps in Zbrush as I won't have to subdivide to crazy levels to get detail I want.
Another important thing to point out is that every single polygon is quad and there are no more than 5 edges coming to a single point. That makes a base mesh very clean and sorts out all the problems that would happen later on in Zbrush.
To keep good edge flow and everything quads was a big puzzle and took a long time to figure out. But in the end I really enjoy that aspect of modelling as it makes you use logic and trains your brain.
One more thing to point out is I tried to keep the polygons as square as possible, even if I had to add some extra edges. Having square faces really makes sculpting in Zbrush smooth.
Here is a turntable of the final base mesh:
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