Graphics Programs Reference
In-Depth Information
Head
All we need to do now is give our model a head and neck. We only need a
simple head shape; any facial details will be added in the following chapters.
Remember, this is just a base mesh. From this, you can continue to model, or
alternatively can choose to use Silo's sculpting tools to add the details.
Load the scene Chapter05/Files/05_Feet.sib, or use the scene you created in
the previous section.
To start on the head, we are going to use another primitive, but this time it
won't be a cylinder. We won't be using a sphere either; a sphere has a point
at the top and bottom axes, points made up of triangles, and will cause
pinching. What we will do is begin with a cube.
G o t o Create > Cube and move the new primitive up in the scene, to
around the head position, as in Figure 5.97a.
With the cube selected, press C twice, to subdivide it two times. This gives
us a sphere based entirely on quads.
The problem is that this is still in ef ect a cube. What we need to do
is bake the subdivision so we can edit each vertex and face, rather
than the cage. To do so, go to Subdivision > Refine Control Mesh
( Figure 5.97c ).
Now that we have our quad-based sphere, we can start to turn it into a basic
head.
Switch to the side viewport and adjust the head to i t the model sheet.
Remember to enable Ghost Shading Mode if it helps, (Figure 5.98).
Next, switch to the front view and repeat the process, tweaking the shape
to i t the head as shown in Figure 5.99.
FIG. 5.97
Create a sphere, from a cube.
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