Game Development Reference
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Rotate the model, tweaking the vertices until you are happy with the shape of the buttocks.
Switch to the perspective view and look down on it from above to make sure she is nicely
rounded—remember to always refer back to your anatomical reference material.
You will probably notice that from certain angles she still seems quite flat. You can fix this
by subdividing the long faces at the rear by creating vertical cuts ( Figure 3.19 , right). Be-
foreyoudothis,however,deletetheedgesdesignatedintheleftpaneof Figure 3.19 . Then
add a cut at either side of the crease under the buttocks ( Figure 3.19 , middle).
FIGURE 3.19 Subdivide the long faces to smooth out the buttocks.
Continuetweaking,makingsureyouuseyourguideimages. Figure 3.20 illustratesanother
area that could benefit from a little subdivision, smoothing it out and rounding it off. Here
again, you'll split the polygons horizontally to subdivide the area; in fact, you can split
these all the way around, ending at the crotch ( Figure 3.20 , middle). When you're done,
tweak the vertices until the shape is just right ( Figure 3.20 , right).
FIGURE 3.20 Further subdivision is needed.
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