meatSim opened this issue on Nov 08, 2013 · 57 posts
Teyon posted Sat, 09 November 2013 at 6:25 AM
Just popping in to say don't mistake sculpting for morphing. They aren't exactly the same thing, though they do use similar techniques. For sculpting, you'll want as simple and as clean a mesh as possible to avoid unwanted spikes that may pop up during smoothing and that will allow you to not only subdivide in a manageable way but to also not force you into removing detail so you can place in the detail you want. If you look at base meshes for sculpting in apps like ZBrush, you'll note that in the majority of cases, muscle layout is not desired or even considered in the base mesh as it would be a hinderance, not a help.
For morphing - which is what most advanced Poser users do - you'll want a mesh that follows the muscle forms and bends well. Finding the right balance from character to character can be tricky though. Depending on intent, this can mean strictly adhering to every muscle group or it could mean simply suggesting the area of each. Again, that depends on the intent of use and the desired look of the figure. There is no holy grail here, just what works for that particular figure. Just as an example, you would not approach making a morphable toon character the same way you would a "realistic" human figure - though both need to bend well and be morphable. So "good topology" can vary depending on the figure.