Chapter 2. Sculpting the Character's Base Mesh
In this chapter, we will cover the following recipes:
- Using the Skin modifier's Armature option
- Editing the mesh
- Preparing the base mesh for sculpting
- Using the Multiresolution modifier and the Dynamic topology feature
- Sculpting the character's base mesh
In the previous chapter, we built the base mesh by using the Skin modifier and on the base of the reference templates; in this chapter, we are going to prepare this basic mesh for the sculpting, by editing it and cleaning up any mistakes the Skin modifier may have made (usually, overlapping and triangular faces, missing edge loops, and so on).