Preparing the scene for polygonal modeling

Coming from a sculpting session, our .blend file must first be prepared for the polygonal modeling, verifying that the required add-ons are enabled and all the character's parts are easily visible and recognizable; for this, even though the topic of Materials is complex and there will be an entire chapter dedicated to it later in this module, we are going to assign basic materials to these parts so that they have different colors in the 3D viewport.

Getting ready

First, we are going to look for the LoopTools add-on, an incredibly useful script by Bartius Crouch that extends the Blender modeling capabilities (and that also has other functionalities, as we'll see in the next chapter about retopology); this ...

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