Graphics Programs Reference
In-Depth Information
Now we want to Merge the edges we no longer need, so select the
triangle under the arm, and the three at the top of her chest (Figure
6.19d), and Merge them.
As you can see from Figure 6.19e, this alters the topology to give us the
bend we need. Now all we need to do is adjust the area to give the armpit
more dei nition ( Figure 6.19 f ).
(Note: This will leave you with unclean topology, like the triangle on her upper
chest, but do not worry; we aren't i nished with the shoulder yet.)
Move to the upper arm next and select the edge loop shown in
Figure 6.20 a.
Apply a Bevel to it, giving us some more geometry. We can use this to help
dei ne the deltoid while also cleaning up the armpit topology.
Now it is time we did some much needed housecleaning and repair some
of the topology issues we created while working. A good clean model is
paramount; it not only makes the geometry look neater but it's also easier to
work with so be sure to tidy as you go.
Move back to the front of the shoulder. We are going to remove the triangle
on her upper chest i rst.
Select the two vertical edges next to the triangle; these should form the
quad connecting the arm and torso (Figure 6.21a).
Cut these, and then create another cut connecting it with the upper point
on the triangle (Figures 6.21b and 6 21c).
Now you can delete the edge below, removing the two triangles and
converting them into a quad (Figure 6.21d).
FIG. 6.20 Bevel the upper arm to
help defi ne the deltoid.
FIG. 6.21
Clean up the topology above her chest.
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