Game Development Reference
In-Depth Information
Kila's arms were made up of 10 subdivisions around the axis, so the wrist area of the hand
should match this. As shown in Figure 3.86 on the left, select every other edge and col-
lapse them. This leaves 12 remaining ( Figure 3.86 , right), but we can remove two more
later after we have worked some more on the area.
FIGURE 3.86 Reduce the polygons in the wrist so it will match up more closely with the
arm.
Nowwehaveasimplermeshtoworkwithmoreeasily.Continueshapingthepalmandup-
per hand; use the tendons on the back of the hand as a guide, lining up the edges to follow
them.
Looking at the hand on the left in Figure 3.87 , we could use some more vertices across
the middle to fill it out. As you did earlier, use the Cut Faces tool to cut a line all the way
through the hand ( Figure 3.87 , right). Then shape the upper part of the hand until you are
happy with it ( Figure 3.88 ) .
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