For now I shall put it here....

Posted at 14:01

I was not sure where to put this one as it incorporates a learning of both Mudbox and Anatomy, the idea came from the fact that I need to get a greater understanding of how the muscle system connect and improve my Mudbox workflow, so I decided to combine them.

Here we have the generic human mesh that is available in Mudbox, I am in the process of building my own mesh (a female one) but I thought this mesh would be handy to sculpt the muscular system into and allow me to play with all the features available to me in this powerful piece of software.I start on a low sub division level and start to rough out the shape of the upper body paying close attention to my reference material (Anatomy for Artists) that has all the of the muscles listed next to the illustration. The reason for starting like this is the that it is more efficient to bulk out on lower sub division levels and it is easier to add detail on the higher levels due to the amount of polys available as we go higher.


As I work into the model I increase the sub division and add a new layer each time, layers work much the same way as in a 2D piece of software. They allow you to sculpt the model and not effect the layers beneath, the only thing to remember here is that once a layer in created on a certain sub division to cannot be worked on at any level and becomes locked when you swap between levels as you work so it is important to name your layers and keep them organised!!!

Above is the same principle applied to the back, the beauty of me doing this sculpt is that it is making me take the time to understand how all the system connects and how its interacts with each other. Plus it is developing my further understanding of Mudbox and it's features, the software itself is amazingly powerful and feels like it is designed for artists and not technical thinkers, whilst I do like 3D modeling in Maya I know that it's here in this piece of software that I will truly be able to shine.