Graphics Reference
In-Depth Information
Shoes and Feet
You know what I'm going to say
about feet, don't you? That's
right. Get a foot from somewhere
else, and if your character is going
to wear shoes of some kind, just
forget about the feet altogether.
Figure 6.30 shows the basic,
unmodified structure of a shoe.
Nothing more than a cube, some
scaling and loop cuts. After that
structure is pushed around, a
Subsurf modifier is applied. You
then add a few more loop cuts for
definition, and you get the fin-
ished shoe. Once again, your best
friend will be a simple structure
like the one shown here, along
with a top and side reference
image. A front image can also be
helpful for shoes in order to get
the proper insole and outer edge
curvature, but it's not necessary.
Remember that we're building
our forms first, and that not every
detail has to be modeled. The
purpose of modeling is to show
the forms when lit. The surfacing
that we'll do in Chapter 7 will
hopefully add the level of believ-
ability we're going for.
If you've been following along,
you should have a little bald fellow
who is made up of seven objects: a head, two eyes, a shirt, pants, and two shoes. Let's end this young
man's embarrassment and give him some hair. Figure 6.31 shows where we are with the character. Admit-
tedly it's a little creepy. Once he has hair and proper surfacing though, he'll start to look better.
Figure 6.30   A  basic  shoe  structure.
Adding Hair
To add hair, we're going to deal with three new concepts: vertex groups, weight painting, and par-
ticles . Before working, let's clean up the 3D view a bit. We'll only be dealing with the head, so let's
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