Graphics Programs Reference
In-Depth Information
initially, and we are not suggesting you splash out $500 on one now. There
are many dif erent varieties and brands available with prices ranging from $50
up to well over $1,000, so start small, and if you i nd you are using it more and
more, you can always upgrade at a later date.
Once of the main brands used around the world is Wacom (www.wacom
.com). They have a huge selection of quality tablets with some great features,
but they can be a little pricey, so research exactly what you need from a tablet
before you spend your hard-earned cash.
Trust (www.trust.com) also has a good range of tablets, and are much cheaper
than Wacom, so feel free to try these i rst.
Starting Blocks
Like any artists, we cannot sculpt thin air; we need something to work on top
of, to pull and push into shape. Before we begin sculpting, we need to generate
basic models representing the clothing. These just need to be plain models,
much like our initial character base mesh, which we will then sculpt details into
Don't worry, we will not be spending the next 20 pages building each model
in detail—by now, you are fully capable of generating these models on your
own. We will, however, take a crafty shortcut.
Luckily, we already have a great model that can start us of with the clothing,
with a few tweaks.
Begin by loading the scene Chapter09/Files/09_BasicBaseMesh.sib
Yes, this model is perfect for us to use. We initially built this model as a starting
point for digital sculpting, and it is already roughly the correct proportions so
it would be silly not to use it.
Take this model and strip it down, dividing it into the key clothing
elements—jacket, trousers, and gloves. Your edited model should look like
that in Figure 9.1 b.
(Note: We will not use the feet for the boots at this stage; it would be easier to
build them from scratch, as you will see later in the chapter.)
Now save this edited mesh as 09_ClothingBase.sib .
This has given us the bare bones of the clothing, which for this chapter is all
we need. We cannot, however, just use these as they are; they will need a bit
of work before we can sculpt onto them.
Now load the scene Chapter09/Files/09_DetailedBaseMesh.sib .
We are going to import the basic clothing into this scene, but before we
do, we need to make a slight adjustment to the model. Now, her breasts sit
naturally as they would if she were naked, which is not how we need them.
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