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In keeping with our theme of making a mess, get to the model into a state
that you like as quickly as possible. You have to see what you're making
before you can revise it.
Remember though, the efficiency rules
still apply. If you can't spin your model around, your going to miss
critical mistakes that you won't catch until its actually been animated.
Make a mess, but keep it clean.
As for the basics of sculpting, there
are only two qualities that truly define your model. The silhouettes of
the contour lines.
As you sculpt, move the camera around
as much as you can, inspecting how the model looks from all different angles.
As you find incorrect silhouettes, fix them. When you can't find
anymore... you're done.
The edge loop
When modeling the moving organic form, it is
critical that you give yourself the control curves that will let you best
manipulate silhouette and contour. After animating your creation
you find that a particular pattern works best, I call it an edge loop (see
figA)
An edge loop closely
mimics how real muscles work, and if built correctly, will
give you control over contour and silhouette in any position.
A useful by-product of using edge loops
is an extremely efficient (rendering wise) model. It is also the
best way to control the subdivision surface when smoothing
an object.
Think of edge loops as laying a series
of rubber bands over an entire body, adding
extra bands where you need more detail (e.g.,
around the mouth and eyes) and fewer where less detail is needed
(e.g., the back of the head).
Finally, study shadows of people and animals
to look for inspiration about where to place your control
curves.