Assessment 02 - Box Modelling the Base Mesh
Before I enter the sculpting phase, I’ve decided to produce my own base mesh, through box modelling in Maya, in preparation for the process.
Here is the start of my blocking process. As you can see, I’ve set up a projection material, based on my knowledge of Rob’s character modelling workshops.
Although I also needed to look at a video from YouTube in order to recall exactly how to do it, since you need to right click on ‘file’ -> ‘create as projection’ in order for it to work when you select your texture/image.
Here I have progressed through the legs and am about to do the hands. I don’t have the feet turned towards the same direction as the concept art as I don’t really find it all that necessary.
This is the hand blocked out, with my solution to the n-gons around the wrist.
Here is the torso being blocked out, with the breasts being defined. As you can observe, the topology solution for the edge vertically intersecting the breasts isn’t ideal, since it ends in an odd location, just before the bellybutton.
Here is the updated version, which circulates the belly-button area and properly defines the abdominal area.
Currently, the mesh is being blocked out with the character naked. I should probably consider modelling Honey with clothes on for a change of direction from what I did with my Perry the Rabbit model.


















