How to sculpt a rig-ready 3D creature

Creating a good base mesh is vital if you intend to animate your characters. In the past this would have been done painstakingly, polygon by polygon, in a 3D package like Maya or 3ds Max. However, with the recent addition of retopology tools to sculpting packages like Mudbox and ZBrush, it's become increasingly easier to simply retopologise your concept sculpt as part of the process of its creation.

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