Graphics Programs Reference
In-Depth Information
Moving on, go under the arm so you can see the armpit, which is quite
messy with n-gons and pinching geometry all over the area.
First, select the three edges seen in Figure 6.22a and Merge them. This will
clean that section, and reroute the l ow of polygons back toward the torso
Figure (6.22 b).
Next, create a Cut across the n-gon just above the armpit (Figure 6.22c).
Create two more cuts, this time across the polygon above the cut you just
made, and dividing the quad to the right (Figure 6.23b).
Merge the edge for the second cut you made, collapsing this triangle.
Finally, delete the edge below your last cut. This should give you back a
quad, and leave your model like that in Figure 6 23c, with just one more
triangle to deal with.
Just a few more steps before we can leave her shoulder.
Move to the back of the shoulder. As seen in Figure 6.24a, we have a nasty
pinch, which was left over from an earlier Bevel operation.
Select the edges opposite, following the l ow of the original bevel, turning
the selection back toward the torso (Figure 6.24a).
Apply another Bevel to the selection (Figure 6.24b).
Finally, delete the edge dividing the two bevels, and Merge the outer
edge of the triangle toward the end of the new bevel. This should give you
a cleaner shoulder (Figure 6.24c).
Switch back to the front of the shoulder now, to our remaining triangle
( Figure 6.25 ).
FIG. 6.22
Clean up the topology around her armpit.
FIG. 6.23
C ontinue to rework the topology around the shoulder.
Search WWH ::




Custom Search