Graphics Programs Reference
In-Depth Information
FIG. 5.106
C ontinue to work on the shoulders, smoothing the area when done.
Create another Cut , connecting it across the n-gon on the upper shoulder
( Figure 5.106c ).
This still leaves us with an n-gon, and an odd shape at the base of her
neck. What we can do now is add another cut between the vertex closest
to the neck, and the new vertex opposite (Figure 5.106d).
If we now Merge , this new edge cleans up the area leaving only quads
( Figure 5.106d ).
All that is left to do is select the faces around the shoulder and lower neck
and use the Smooth tool to relax them. You might need to do this a few
times before the area is sui ciently smoothed (Figure 5.106e).
Final Tweaks and Fixes
The head is now fully connected, meaning we have our whole base model.
What we can do now is return to the n-gons above and below her breasts
where there are still four i ve-sided polygons. Now that we have the head and
neck in place, it is safe to i x this, as we know the topology around this area
isn't going to change.
Move to the front of the model; as you can see from Figure 5.107a, the i rst
two n-gons are obvious.
First, create a Cut, dividing the left n-gon from the top-right corner down
to the center (Figure 5.107b). This will also be applied to the opposite side.
Next, select the edge above the two new triangles and Merge it ( Figure
5.107d ).
This gives us four new triangles, but we can now delete the edge dividing
these to give us back quads (Figure 5.107e and 5.107f ).
Search WWH ::




Custom Search