Graphics Programs Reference
In-Depth Information
form of the character. I then do some quick retopologizing back in Maya and then shoot him back in ZBrush
to get to the actual sculpting.
Figure 5-93: The base mesh
The Importance of Working Globally
When I'm working on a character's musculoskeletal system, I am imagining how tendons and muscles
would contract to animate the character. I flesh out anatomy with an idea of how muscles and tendons func-
tion, contracting in one area to bend a joint, while an opposing muscle group is in place to extend it, and
supplemental musculature is also identifiable to stabilize or provide more dynamic movements. For this
character, as I wanted him to have an insect-like quality, his limbs are spindly and the movement is char-
acterized by gangly sinews and well-delineated joints. Figures 5-94 and 5-95 show the creature's arms and
legs, respectively.
Figure 5-94: The arms of the character are insectoid and spindly.
 
 
 
Search WWH ::




Custom Search