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The main purpose of the library of meshes in the content browser inside Maya is for sculpting purposes. But instead of using them as a starting point for sculpturing we can use them as a starting point with box modeling technique as well.
Autodesk Maya has provided us with a collection of basic meshes that we can use in our projects. It's a collection of meshes from categories such as animals, bipeds, clothing, props, vehicles, and weapons. They are providing us with the mesh and the UV for each particular model, which is very generous of them.
Instead of starting from scratch to modeling a biped character we can use as starting point one of their character to speed up the process.
Let's see how easily we can create a generic male character with the help of content browser with an example.
Example: Creating a generic male character
Let's jump to Autodesk Maya
• Open the content browser by going to windows - general editors - content browser
• Navigate to the modeling - sculpting base meshes - bipeds section and chose the human body file. Double click to import the file or right-click and select import. The Human body model had imported into our scene. Since we have the basic mesh in place, now we want to add some clothes on him.
• Go to the clothing section and select the baseballCap file and import it as we did previously with the Human body file. Import the LongPants_Business, MensBusinessShoes and LongssleeveThickSweater into your scene as well.
• Re-position the BaseballCap into his head. Now, all the parts have been in place in our model.
• In some areas, we have some kind of penetration in our geometry. Select all those areas with the problem and make some adjustments by moving vertices around. Note: Make sure you have the soft selection on in order to save some time.
• As you can see in a couple of minutes we have made a full character with the help of the content browser. Of course, our character is not finished yet for modeling process. We may have to add some other features as well, such as eyes, eyebrows, etc. before we move into the material and texture process.