Game Development Reference
In-Depth Information
Step 86: Insert edge loops around knuckles to allow for proper bending
and additional shape definition ( Figure 8.68 ).
Step 87: Tweak new edges/vertices on the inside of fingers to help define
fleshy parts of the finger ( Figure 8.69 ).
Figure 8.68 Added rings (via Insert Edge Loop tool) around knuckles.
Figure 8.69 Tweaking new rings for fleshy finger bits.
Why?
Deciding when to start manipulating vertices and edges and when to keep
adding geometry is born of experience. In this case, it is easy to rough out
some good finger flesh with very small collections of data (really four edges),
so it makes sense to rough it out here instead of after further details are added.
Step 88: Extrude the knuckle base. Turn Keep Faces Together back on
(Polygons>Edit Mesh>Keep Faces Together). Be sure to select two faces
for each knuckle ( Figure 8.70 ). Don't select all the faces for all the knuckles.
Figure 8.70 Building the basis of
the knuckles.
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