Game Development Reference
In-Depth Information
Why?
And thus it begins. The process from here on out is working with rings of
polygons expanded out a ring at a time.
Step 25: Looking at all the view panels (and working in each as needed),
continue to extrude edges and tweak vertices to find appropriate form.
Step 26: As the center of the nose is neared, align the vertices that lie on the
axis of symmetry. Do this by selecting the vertices that will be the middle of
the nose. Double-click the Move tool to bring up the Tool Attributes. Turn
off the Retain Component Spacing check box. Back in persp, hold the X-key
down (to snap to grid) and move the selected vertices to the middle (they
should snap). The rough approximation of the form is seen in Figure 8.13 .
Figure 8.13 Centered vertices of the
middle of the nose.
Tips and Tricks
Sometimes when cleaning up the center of a face, there are some polys
that are too small, or unneeded. Be sure to delete them along that mirror
plane if need be so that there isn't an awkward bunch of polys there.
Then, of course, be sure to clean up the center again.
Step 27: Continue extruding sans the edges in the middle of the nose. This can
be done by continuing to double-click an outside edge, but be sure to deselect
the edges across the middle of the nose before extruding ( Figure 8.14 ).
Figure 8.14 Continued extrusion
after centering the center of the nose.
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