We ended the last chapter with making simple shapes by positioning premade mesh objects. This is fine if you want to make boxlike characters, but Blender can make much more realistic models. In this chapter, we are going to go to the next level and edit the mesh objects themselves.
We will be advancing from moving premade primitives around to making our own models. We are going to look at two different approaches:
Direct mesh editing: A more traditional approach commonly used by professional modelers
Sculpting: A fast and fun way of shaping a model, also useful for fine details like wrinkles
Finally, we will examine a way of combining both methods to make the most of the advantages of each. By the end of this chapter you will have ...