Monday, April 14, 2008
Modeling Characters
So the modeling process goes like this: you start with a cube or a cylinder and push and pull vertices and lines to the shape of what you want to create. You start with as low as resolution as possible (resolution =number of faces which is based on the number of lines and vertices) and add edges and resolution as you need it. The goal is to create a low resolution 'base mesh' that has a clean topology for sculpting. Clean topology means good edge loops where you are going to need to deform the mesh during animation. That is probably way too much information isn't it? These shots are of the body image planes for Barengaria and a screen shot during the base mesh modeling process.
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