Game Development Reference
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4. Next work on the torso, first adjusting the vertices in the front view. When you're
happy with it, delete the left side of the mesh, leaving you with one-half as seen in
Figure 7.4c .
5. Continue working on the torso from the side view ( Figure 7.4d ).
6. We now come to the leg. Because Grae's leg is such a unique shape, you'll find it
easier to begin working on it in the side view as seen in Figure 7.5 . Try your best
to match the way the leg bends, but don't worry if you get angular areas or long
polygons; we can fix these later on. As you can see in Figure 7.5 (middle), we just
want the general shape mapped out. When you are satisfied with the side, switch to
the front view and continue shaping ( Figure 7.5 , right).
FIGURE 7.5 Map out the shape for the leg from the side and front views.
The main body is now blocked out; your geometry should now match that in Figure 7.6 .
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