Game Development Reference
In-Depth Information
Step 45: Complete the nostril. Select the edges that now make up the hole
at the bottom of the nose that will become the nostril. Select Polygons>Edit
Mesh>Extrude and then immediately swap to the Move tool. Move this new
collection of edges up into the nose. Sculpt as needed by moving vertices
( Figure 8.28 ).
Figure 8.28 Finishing off nostril by
extruding up inner nostril.
Cranium
We'll leave the face area for a bit here. By building up the cranium for a minute
we can lay the foundation for tricky areas like the ears and mandible (jaw
bone).
Step 46: Select and extrude the edges at the top of the forehead
( Figure 8.29 ).
Step 47: Continue extruding and sculpting the head until polygons are
created over the area of the ear ( Figure 8.30 ).
Step 48: Extrude off the back of the face area to meet up with the newly
created cranium geometry ( Figure 8.31 ).
Step 49: Clean up. Do this in two steps. First merge the vertices of this
new seam between cranium and face mask (Marquee around pairs of
vertices and use Polygons>Edit Mesh>Merge). Then do a quick pass across
the middle of the head and make sure that all the vertices that should be
on the mirror axis really are (Select, hold down X, and snap to the middle;
Figure 8.32 ).
Mandible
One of the things Jake's models are always very good at is appropriate
topology. The organization of polygons (and particularly, loops of polygons)
is very important for face models because the face is a very complex form,
and if the polygons are oriented incorrectly, and there just aren't the places
to bend, it's impossible to get the right form. Picking where to extrude what
polygons becomes a very important process, and is a big reason why I prefer
this additive process to others that might be built from a cube.
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