Game Development Reference
In-Depth Information
First, select the first two polys for a knuckle. Extrude the faces, scale them
inward, and then continue on to the next knuckle repeating the same
process. We will reduce the number of polys in the next step.
Step 89: Using the Merge tool, collapse one of the newly extruded faces
to create peaks for the knuckles ( Figure 8.71 ). Do this for all the knuckles at
the base of the fingers.
Figure 8.71 Optimizing knuckles
via merge.
Why?
Having a profile change across the knuckles is an important silhouette
attribute. However, there is no need to bury too many polys there. By
extruding up, and then collapsing, the rise in the surface can be obtained
with minimal poly investment.
Step 90: Add detail to the base of the thumb by extruding out a new
collection of polys and then using the Sculpt Geometry tool to smooth
them out ( Figure 8.72 ).
Figure 8.72 Creating base of thumb
via extrusion, scaling, and sculpting
(smoothing).
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