Out of the three of those, I would most recommend Sculpting, because it's the most organic and creative way to work, and let's you completely forget about your topology. It's difficult because you're working on making the mesh form right, and getting the topology right at the same time. ![]() It works by manually extruding edges to form the different parts of the mesh. Polymodeling is probably the hardest out of all of the options, but is also the only one that doesn't require retopology. Box modeling also will usually require retopology, as the faces won't usually follow the forms of the mesh properly. You then start extruding portions of the cube to form different parts of the head and body. It usually works by starting with a cube and adding a mirror modifier on it so that only half of the model has to be modeled. Sculpting usually requires a level of retopology, where the sculpted mesh is remodeled using the original as a guide to create a cleaner mesh.īox modeling is probably the easiest to do. Most of the time, when people use sculpting to model a character, they'll use dynamic topology which adds resolution to a mesh in the area that you're sculpting in. Some of the most common ways to model a human are Sculpting, Box modeling, and Poly modeling. ![]() Learn to do it with traditional modeling first, and then look at the short cuts. In your case, don't try to start by using something like MakeHuman. It's always best to learn the long ways before taking the shortcuts.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |