In Blender the process of Drawing Base a base mesh is relatively simple. First create a new file and save it. Then add a cube to the scene and resize it to fit the desired proportions of the base mesh. Next add an subdivide modifier to the cube and increase the number of subdivisions until the mesh is smooth. Finally add a decimate modifier to reduce the number of polygons in the mesh.
The first step to creating a base mesh is to add a cube to your scene. To do this press Shift+A and then select Mesh>Cube from the resulting menu. With your cube selected press Tab to enter Edit Mode. Then press W to display the Specials menu and select Subdivide from the options that appear. Enter a value of 2 for the Number of Cuts and press Enter to confirm. This will divide each face of your cube into four new faces.
Next you need to adjust the shape of your cube so that it more closely resembles a human form. To do this select one of the vertices on the top edge of your cube and press S to scale it down. Holding Shift while you scale will constrain the movement along the Z-axis which will keep your top edge straight. Repeat this process for the other three vertices on the top edge of your cube.
Now select all of the vertices on the
Start by creating a cube. This will be the basic shape for your model. Next add a subdivision surface modifier to the cube. This will make the mesh smoother and more detailed. Finally add an edge split modifier to the cube. This will create sharp edges where you want them such as at the corners of the cube.
In 3D computer graphics a mesh is a collection of vertices edges and faces that define the shape of an object. A base mesh is a low polygon mesh that can be used as a starting point for more detailed models. In Blender there are several ways to create a base mesh. One way is to use the built-in primitive shapes. Another way is to use the Mesh Extra Objects add-on. This add-on provides a set of parametric objects that can be used to create base meshes. Finally you can use the Sculpt Mode in Blender to sculpt your own custom base mesh Read More