Graphics Programs Reference
In-Depth Information
FIG. 6.55
Add another bevel around
the upper thigh.
FIG. 6.56
R e m ove the triangles close
to the crotch.
When i nished, be sure to remove the new triangles from the base of each
buttock by merging the upper edges (Figure 6.55b).
Also, move around to the front of the model and remove the triangles
near the crotch; again do this by merging the upper edges of the triangles
( Figure 6.56 ).
If we take a step back now and look at the waist from a few dif erent angles,
we see that her buttocks are a little square. This is because the model's
topology on each cheek is a little sparse.
Select the edges seen in Figure 6.57a. Start under the model and work
your way up, selecting the horizontal edges moving toward the dimples
we added earlier.
Cut these and, as shown in Figure 6.57b, create another cut connecting
the two opposing vertices.
This now leaves us with two triangles. Select the horizontal edge loop
connected to each triangle, moving around the front of the model, too
( Figure 6.57 c).
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