Graphics Programs Reference
In-Depth Information
Display Options window by pressing the
< d > keyboard shortcut. Since we'll be cre-
ating new geometry, we should change the
default sketch color here so that the
wireframe color for all new geometry will
match our existing model.
While we're in the Display Options, let's
also set up our viewports. I've found over
the years that the best way to refine a
sub-patch object is to have two Perspective
viewports open at the same time. One of
these should have a wireframe shaded view
of the model and the other should have a
smooth shaded view. The wireframe shaded
view enables you to see the underlying
mesh and easily make changes. The smooth
shaded view gives you an unencumbered
picture of the model (free from distracting
wireframes), allowing you to clearly see the
changes you are making to your mesh.
Note
As we proceed, I will be giving you both
technical direction (e.g., “Here's how to
sculpt the nose”) and artistic direction (e.g.,
“The skull seems like it should be bigger”).
You should follow the technical direction as
closely as possible, but feel free to deviate
from the artistic direction. You are the artist.
It is important for you to identify the areas
on your mesh that need artistic refinements.
Let's set up our workspace by making it
more conducive to modeling a sub-patch
object. We no longer need white wireframes
to distinguish polygons from splines so let's
change the color to something with more
contrast, such as black. Deselect any polys
that may be currently selected. From the
Detail tab, locate the Polygons menu and
choose the Sketch Color tool. Set the
sketch color to Black . Then bring up the
Figure 14-87: Use the Display Options window to
customize your workspace.
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