Game Development Reference
In-Depth Information
Figure 8.46 Extruded front of the neck from the chin.
Tips and Tricks
Notice in Figure 8.46 the ring of edges under the chin, one in the middle
of the neck, and one at the bottom of the neck. Remember that polygons
don't bend, and only at the edges and vertices can a mesh deform.
Without the added edge loop in the center of the neck, this character
would always appear to have a very stiff neck because there would be no
bending from his clavicle to his mandible.
Step 65: Sculpt to refine. Use the Sculpt Geometry tool to build out cheek
bones or strengthen the mandible. Much of this work will be done in
the persp view panel with quick glances at the orthographic front and
side views. It's time to get the form looking right in 3D regardless of the
2D sketches behind them (within reason of course—go too far and the
character designer will be quite vexed and the model will be sent back to
you anyway).
Step 66: Select the object and soften the normals (Polygons>Normals>
Soften Edge).
Step 67: Harden some select edges. Swap to edge mode and select some
edges where strong corners may be present (eyelid, nasal labial fold, chin
(highlighted in Figure 8.47 ) and choose Polygons>Normals>Harden Edges.
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