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14. Again, in the Right viewport, create
two more points as shown in Figure
14-23. The position of these points
should loosely mirror those created in
the previous step.
Go ahead and inspect your cage in the Per-
spective viewport, correcting anything that
looks out of place.
Let's talk briefly about what we've just
done. The primary purpose of these four
splines was to partition our edge loop into a
quad cage. We've successfully done that.
But we've also used them to expand the
entire spline cage and set new boundaries.
The two additional splines on the inside
reach to the center of the nose and fore-
head. The two on the outside reach to the
edge of the face. As we proceed, we'll con-
tinue to build the spline cage around half of
the face. Once the face is complete, we'll
build the cage out to encompass the back of
the head and neck. Then we'll patch the
cage and mirror it across the X axis to cre-
ate a full head. It sounds like a lot of work,
and if you're new to the art of modeling, it
will certainly seem so. But trust me when I
tell you that with practice, the process
becomes second nature and can be done in
a snap.
Let's get back to expanding our spline
cage. We already have splines extending
from four of the points in our edge loop.
Let's continue building splines off of the
rest of the points in the loop.
15. Add one point at the center of the
bridge of the nose, then select the
point to its right and create a new
spline.
Figure 14-23
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