Graphics Reference
In-Depth Information
using the F key to create a
face, you can end up with the
structure on the right side of
the figure. Note that these
faces do not go the whole
way to the side or the center,
leaving some room for arms
and a head to poke through.
What you're creating is the
main body of the shirt. The
joined faces will form the part
that goes over the shoulders.
Use the Loop Cut tool on
each shoulder region, divid-
ing it with an odd number of
cuts (five will be fine). Figure
6.20 shows this division.
Then, select the central row of each of these new cuts and
use PEF to pull them up into a curve. The result is shown
in the second half of Figure 6.20 , after a little more PEF
tweaking.
Figure 6.20   Raising  the  shoulder  section with PEF.
Now, select the remaining vertices on the bottom of this
opening (the ones selected in the right half of Figure 6.20 )
on both sides of the shirt and delete them. This makes the
arm holes a little larger. At this point, you could pull things
around by hand and round the openings and the shoulder
curve nicely. You could, but that would be doing it the hard
way. When you just want to round out stuff, what you really
want to do is smooth the mesh. A simple way to do this is
to select everything (A key), then use the Smooth command
from the W -key Specials Menu. Note that this is not the
Smooth command from the Shading section of the toolbar.
This command actually changes the shape of the mesh. The
Smooth command works incrementally, and you will have
to apply it several times to get to a decently finished shape,
like the one in Figure 6.21 . A slightly more complicated, but
more intuitive and visual way to accomplish this is with the Smooth modifier.
Figure 6.21   What you're going for with a basic shirt.
To do this, leave Edit mode for a moment and add a Smooth modifier to the mesh, which is under the
Deform heading in the modifier's pop-up menu. Set the Factor to 1.0, then start upping the Repeat
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