Graphics Programs Reference
In-Depth Information
FIG. 6.57
A d just the topology around
her buttocks, allowing us to give them
more shape.
●
Bevel
this selection, opening up the area (Figure 6.57d).
●
This operation will leave you with two unwanted edges (Figure 6 57d).
Delete
these before using the new geometry to add more shape to her
buttocks.
When creating the last bevel, we also altered the topology at the front of the
model (Figure 6.58a). We have numerous n-gons, most of which cannot be
removed by simply deleting edges. First, we need to continue where the cut
down her buttock left of .
●
Select the edges shown in Figure 6.58a, moving from beneath her crotch
and up to her hip.
●
Cut
these (Figure 6.58b), and then select and
Merge
the four edges shown
in Figure 6.58c—the ones forming the quad in the center of the four
n-gons.
●
Now all we need to do is connect the two cuts we created underneath her
( Figure 6.59 ).
We still have a slight issue with her buttocks. In Figure 6.60a, you will see a
large quad on the outside of each buttock. This in itself is not a problem;
what
is
an issue is the way it points at her leg, forming a pole. When
subdivided this will be enhanced and could form an unnatural pinch.
Although we cannot remove this pole, we can reposition it, placing it
somewhere less noticeable.
●
Create a
Cut
across this quad, and the one next to it (Figure 6.60b).
●
Select the edge beneath (Figure 6.60c) and press
/
to spin the selected
edge. Continue to press
/
until the edge spins around, moving the triangle
to the opposite side as in Figure 6.60d.
●
N o w
Merge
the outer edge of the triangle (Figure 6.60e), and you will see
that we have rerouted the topology to move the pole.
We could leave her waist here and move on, but one area still needs
adjustment. Moving back to the front of the hips, you should see that the l ow