Graphics Programs Reference
In-Depth Information
The true T pose, with arms straight out perpendicular to
the body, is good for beginners in particular so they are able to
see all the details in the isometric views. However, if you
work in Perspective view this isn't a problem, so you won't
have to worry about the arms overlapping the character's
sides at all.
In the end, I think it comes down to what the character
will be doing most of the time. If you model him in a similar
position to what he's in when he's animated, then you'll have
the least distortion possible. The more distortion that happens
in an area, the more attention will be drawn to this area, which
can break the effect of the character.
Think in Pieces and Parts
It's completely understandable to be daunted by the task of
learning how to model a character. It will be an easier process
if you break him down piece by piece and take things a step at
a time — modeling this finger, this glove, this arm, this upper
body. Keep going and eventually you'll have the whole charac-
ter. In sketch topics you don't see someone drawing full
characters all the time. You'll often see drawings of just noses,
eyes, ears, or mouths. Do the same and model just eyes for a
day. Keep doing this and you'll be a master of the face in no
time.
It's understandable if you find that creating a character's
face is awfully complicated. It just means that we need to take
a step back and look at the face in pieces. Don't overwhelm
yourself by looking at the head as a whole. Break the face into
parts and model them separately. Get good at modeling the
nose. Open a scene and model a nose, next model an eye, then
try a mouth, and so on. Get good at modeling all the things
that make up a face. You can then merge all those pieces
together in a final file to create a face.
 
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