Base Mesh
Simple model used as the start of a sculpt or model
Also known as: Character base mesh · Base mesh sculpting · Starting mesh · Human base mesh · Base mesh topology
Definition
A base mesh is a simple, low-poly model with clean topology that serves as the starting point of a character or creature, instead of starting from a sphere. A human base mesh has the correct proportions and edge flow for the face, hands and joints, so it can be subdivided, sculpted and later rigged without much cleanup. Artists use a base mesh to save time, keep consistent proportions across a cast, and start sculpts that already deform well.
In production
Use a base mesh you have the rights to use, such as one you made or a licensed or free one, and adjust it to your design in a sculpt. It does not replace anatomy knowledge: you still change proportions, add forms and refine the topology. For game characters, the finished sculpt is often retopologized, with the base mesh's edge flow as a guide for the new low-poly.
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Tools that use Base Mesh
See also
Character Topology
Edge flow that supports deformation
Anatomy Landmarks for 3D Artists
Bony points and muscle groups that guide a sculpt
Retopology
Rebuilding a clean mesh over a sculpt
DynaMesh
ZBrush dynamic re-meshing
ZRemesher
ZBrush auto-retopology
Game-Ready Asset
Asset prepared to run in a real-time engine