Graphics Programs Reference
In-Depth Information
Chapter 9
Organic Modeling
Exercise 2:
Character Body
Now, using the same basic techniques we
explored in the previous chapter, we're
going to model a character's body . In follow-
ing along, you'll see how quickly you can
get the job done by roughing-in first and
then going back and adding detail later.
I've found that it's easy for artists to get
swept away in the minutiae of the work, not
wanting to move on until what they've done
looks “perfect.” There are three issues I
have with this way of working. One, it
makes for a very slow working process.
Two, human perception is referential ;we
can't easily tell what's “right” and what's
“wrong” without something with which to
compare it. Three, when you come back to
a piece, even after only half an hour, you
see things that you missed before. By let-
ting the rough forms have time to air out a
bit, you are allowing yourself the ability to
see where you can make things better.
Note
As with everything (in this topic, out of this
topic, as you move through life), this is only
one way of working. This is not the “be-all
and end-all” of anything. There aren't
hard-and-fast rules as to how a character
should be built. You just do what is most
forefront in your focus. Let this chapter serve
to give suggestions to you to inspire your
own ways of working. Push, pull, play! Let
your creativity be your guide! (Save multiple,
incrementally numbered revisions of your
work, so you know you can get back to
where you were, wherever that happens to
be!)
“The man who makes no mistakes does
not usually make anything.” — Edward J.
Phelps
Tor so
1.
Create a box (centered along the X
axis) that is three segments high, four
segments wide, and two segments
deep. Surface it with the name Shirt ,
and let's get going.
active, lasso all of the points on the
right side of the object to check its
symmetry. If the points on the left side
get selected as a result, you know that
your object is truly symmetrical. (It's
easier to fix something slightly out of
alignment now than it is to fight with it
later on down the road.)
2.
Set Val of all the points along the box's
center to X=0 to make doubly sure that
they are indeed in the center of our vir-
tual world. With Symmetry mode
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