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Sculpting Base Mesh Final

This is a human base mesh I made based off a drawing I did. I want to sculpt him and retopo based off the famous Spidey topology images. Spidey is my favorite super hero so I may do a Spidey sculpt with him. I think with the masking tools sculpting fingers and toes will be less frustrating in Blender. Should I angle the arms down for sculpting? I've read the T pose is good for rigging, but angled helps with deformation. Anyone know if there is a "correct" way or is it personal preference?
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