Graphics Programs Reference
In-Depth Information
10. Having the basic shape in place, we can start working on the fine tweaking for it.
Let's switch to
Sculpt Mode
and set the brush to
Grab
(
G
key) to get on it.
11. Let's work first on the foot (tail) of the snail. Zoom in to get to see only the leftmost
part of the body. Let's also reduce the size of the brush so that it is possible to pick
individual verices from the mesh with it (we don't want to afect the lower part of
the body, which must remain enirely lat) and work on it so that it looks like a tail
from
Front View
.
12. Let's now switch to
Left View
(
View → Left
or press
Ctrl +
Numpad
3
), rotate the
view a bit to get to see the foot downwards, and work on it to break the "boxy" look
of the foot and shape it into something more resembling a tail. Be careful, though,
and avoid geing it too thin.
13. Next, let's work on the middle part of the body. Switch to
Right View
(
View →
Right
), rotate the view a bit to the right to get to see the side of the body, and work
on "carving" a bit on the side of the snail. Use the grab brush, this ime, let's just
move the only vertex on the side inside the body, to get it looking a bit sunk.
The last part of this round of tweaks is working on the head (right part, from
Front
View
).
14. Let's switch to
Top View
(
View
→
Top
) and work on the rightmost part of the body
to get it having a lat look; start by moving the verices on the mirror plane to the
let to align them more with the other verices. Then go to
Front View
and tweak
around the verices on the side to improve the shape.
Let's now take a look at how the body should look by now (the shell can be hidden by
selecing it and pressing
H
; to get it back, press
Alt + H
):