Graphics Programs Reference
In-Depth Information
FIG. 5.80
D ouble check the shape of the legs before we move on.
Our i rst task is to delete the lower cap from the legs. Unlike the arms, we need
to start from a clean and open ankle area.
As shown in Figure 5.81 , i rst select the faces forming the lower cap of the
leg, and delete them.
With the end of the leg now open, we can start to build the main shape for
her feet.
Switch to the side viewport so we can use the model sheet as a rough guide.
For now, there is no need to enable Ghost Shading Mode , as we only need
the outline of the concept to help with the overall size of the foot.
Following Figure 5.82 , i rst select the lower edge ring.
Press Z to create the Extrude , but because we are working on edges, you
will not be taken to the local move tool.
You should have the new edges automatically selected, so move these
down to the base of the foot (Figure 5.82b).
Now select the four front faces, and press and hold Z . Now you are selecting
faces you will be able to move your mouse to specify the distance.
Move the new faces out to the start of the toes.
Now adjust the foot geometry to i t the shape of the foot outline.
Switch to the perspective viewport next so we can add the i rst four toes;
again, we will be using extrusions to help create them.
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