Game Development Reference
In-Depth Information
Why?
Just because two meshes are combined so that it appears as though
they are one mesh, that doesn't mean that the appropriate vertices are
merged. And, in fact, if vertices are not manually merged, they remain
separate after the Combine has happened. Manually merging makes sure
that the seam is using shared vertices and not just lined-up ones.
Step 37: Along the mouth, extrude out further rings to continue connecting
to the lower edge of what was once the mask ( Figure 8.21 ). Be sure to merge
relevant vertices to connect new polys to one solid mesh.
Step 38: Soften Normals. In object mode, select the mesh and choose
Polygons>Normals>Soften Edge ( Figure 8.22 ).
Figure 8.21 Extruding out to continue connecting the mouth to the
bottom of what was the mask.
Figure 8.22 Results after softening normals.
Why?
As new polygons are built, the normals of those edges and faces are still
hard, which can give the mesh a very 1980s 3D look. By softening the
edge, the low-poly version of the model can look surprisingly smooth and
much more complex than the underlying polygons alone.
Step 39: In object mode choose Edit>Duplicate Special (with X = -1).
Make sure the center vertices are centered first.
Why?
Along the process of combining, the old duplicate of the mask will have
been lost. By mirroring again (via Duplicate Special), once again the shape
of the face will be easier to see.
Nose
Step 40: Close the centermost gap with the Append to Polygon tool ( Figure 8.23 ).
Step 41: Create additional places to round the nose with additional
polygons. Create these with the Insert Edge Loop tool ( Figure 8.24 ).
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