3D Toolkit: Creating the Character Base Mesh

Base Mesh Development

When developing the Base Mesh for my character I went about creating a basic blocky frame in Blender that I would then be able to sculpt upon in Zbruhs. I did this because I am not confident in my ability to create a base mesh in Zbush using IMM Shapes, with blender giving me a greater degree of precision and control for as to how the base mesh is shaped. Additionally, I believed that I should create the base mesh from scratch to test my skills and did not want to use one of the base meshes from Zbrush, which are of a drastically different body type to the character I want to model. Creating the base mesh directly in blender would let me control the body type of the character form the offset, which I believed would expedite the modelling process. 


To begin, I altered a basic cube mesh to fit the silhouette of my character, using the orthographic images I had produced to do so. I could then use the mirror modifier to ensure that this was accurate on both halves of the model, and similarly used the modifier when creating the arms, hands and legs, which were all separate objects in the Blender scene. 



With the base mesh done, I exported it as an FBX file and brought it in to ZBrush as a tool. This would allow me to sculpt upon it, and add the detail of the design. 



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