Taho has already been introduced on my web site in the Archives section which can be seen here. I was only a beginner in organic modelling at that time, using Surface and MeshSmooth modifiers with Max. :)
Always seeking new modelling techniques with Maya or Max using Surface, PatchSmooth, MeshSmooth, box modeling, edge modeling and so on, I must admit I was feeling frustrated with these techniques which I found long and tedious. It takes a long white to create something out of a cube ! :)
Then I watched a Gnomon DVD where Zack Petroc was introducing digital sculpting of a character using ZBrush 2.0 and I just loved it (click to see the introduction page of the DVD).
The idea is simple: we start with a very low poly mesh created in your favourite 3D package which we import in Zbrush. There, we sculpt the model and when we’re pleased with the volumes we export the high poly model which we will use as a reference when modelling with the 3D package of your choice.
It’s pretty much like having a 3D scan of a figurine.
The advantage is that it’s quick to create (with time and practice of course), easily modified and it gives us a fully detailed volume as a reference to work on the mesh.
It’s a more artistic approach, the technical side of the modelling being only the rework of the mesh.
I used this method with Taho and I am going to detail it here.
For this test, I started off with a very simple model created in a couple of minutes with Maya,
The model is exported as an OBJ file and imported into ZBrush. I work on the mesh with the Move tool to move vertices.
By activating the Mirror mode on the X axis we can work in a symmetrical manner on the model.