Graphics Programs Reference
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FIG. 6.38
A d just the new geometry to help defi ne the shoulder blade and spine.
FIG. 6.39
A d d s ome more cuts to help defi ne the spine.
Once Cut , select the new edges and Merge them. Merging these quads
now forces the geometry to follow the edge ring before it and run around
the side of the torso.
Now is a good time to revisit the shoulders and the base of her neck. The
topology in this area isn't great, and we need to add some more detail. If we
do not get the topology right, she will look odd, and will not deform, (bend
and stretch) correctly when she is posed or eventually animated.
(Tip: Do not worry if your model is not perfect the i rst time you build it. Very
few people, if any, can create a fully detailed model in one pass, without any
revisions. It is only natural to come back to an area and see an obvious issue
you never noticed before.)
Move back to the upper shoulder area, so you are looking at it as in Figure
6.40 a.
Select the edges as shown, moving from the clavicle back to the shoulder
blade, and Cut them ( Figure 6.40 b).
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