Game Development Reference
In-Depth Information
FIGURE 2.59 Arm extension
Select the edges at the same end of the arm. To do this quickly, convert the selection by
going to Edit Polygons > Selection > Convert Selection to Edges. Now you have edges
selected for you, but you only need the very end ones, so you need to deselect the others.
You are still in vertex editing mode, so right-click on the mesh and select Edge from the
marking menu. Holding down Ctrl, drag over the unneeded edges.
Kila's arm is a little too far away, so you need to extend it so it meets the body. With the
edges still selected, go to Edit Polygons > Extrude Edge. Drag the green arrow (Y axis)
until the polygons have cut into the shoulder ( Figure 2.59 right).
Note
Because we set Keep Faces Together earlier, the faces that have been ex-
truded will automatically be welded together. Without this option set, the
polygons would be divided and fanned out.
Wecannowstarttheworkofstitchingthisareatogether.Cleanitupalittlefirst,bymoving
some of the vertices to a more suitable place, bringing them out of the torso mesh and into
daylight as shown in Figure 2.60 .
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