This event is part of the March 2018 Class, "Creating Stylized Characters with Blender".
This week centers around the strategy of being a character artist. It's not all fun and digital play-dough. Sculpting is one thing; character *modeling* is another thing.
At this point a decision needs to be made about our character sculptures: A) Leave it as a sculpture or B) optimize it for ‘production’. Leaving it as a sculpture means it’s a static sculpture that can be painted, rendered, or 3D printed but not animated. Optimizing it for production means you turn your sculpture into a model that’s easiest to work with up to and including animation. If you opt for optimization, this week is mostly a technical and problem-solving task. We need to both retopologize our mesh and also neutralize it if the sculpt is posed.
Oh, I thought you were admiring them.
I thought pronation and supination had to do with the hands?
I'd say anatomy.
the great Liviu
All about that bass.
hahaha
I'm learning a little bit of biology (anatomy? locomotion-ology?
I'm not sure on the correct term). today, as well. =))
Liviu, you can put that under DEFINITION:
"Supination (or under-pronation) is the opposite of pronation and refers to the outward roll of the foot during normal motion."
So yeah,, it's about movement.
It's the position of the hand, Supination is palm up, pronated is palms down