Game Development Reference
In-Depth Information
Note
You don't have to always end up in the corner of two edges; you can cut
anywhere along an edge. However, it's wise to begin where a vertex
already exists and try to end on one, too.
Tip
As you are cutting, you will find that occasionally you can't go any farther
with the current cut. This could be caused by an unshared edge, or faces
that are flipped the wrong way. It isn't a problem—just press G to finalize
the current cut; this will also restart the Split Polygon tool. Then start a
new cut from where the previous one ended.
Ifyouareusingamirroredinstance,youwillnoticethatthecutsyoumakeononesidewill
be mirrored across to the other. Also, when you create a cut, it automatically turns the new
edge into a crease, making the normals hard. It's probably a good idea to smooth them as
you go along. To do this, select the edges you wish to smooth. Then go to Edit Polygons >
Normals > Soften/Harden and set the options to All Soft. Click the Apply button and close
the options.
I think that's about all for the neck. As mentioned earlier, we only need a basic layout of
the muscles. Adding too much detail now would be pointless because most of it will be
removed later, when we optimize the geometry.
Collarbones
Movingdown,wecometotheupperbody,solet'simplement thecollarbonesnext( Figure
3.4 , left).
Search WWH ::




Custom Search