Game Development Reference
In-Depth Information
FIGURE 2.66
Cleaned-up, stitched-together model
Delete the history, and save your work as Kila_Combined.mb.
Head and Neck
At this early stage of development, we only need placeholder geometry—something we
can build upon later—for the head and neck. The neck can be created using a simple cylin-
der; as with the torso, we only need half, but it's easier to create the whole thing and delete
half later.
Create another cylinder, with Subdivision Axis set to
8
and Subdivision Height set to only
2
. Position the cylinder so that it lies where the neck should be. You shouldn't need to edit
any of the strips of vertices for this section because it is such a small area and is pretty
much cylindrical in shape to start with (
Figure 2.67
)
.