Graphics Programs Reference
In-Depth Information
As always, Merge the triangles we do not need. This will give you the knee
seen in Figure 7.3e.
Before we adjust the shape of her knee, let's i x the n-gon above the knee. We
created this with our i rst cut when we added detail to the thigh.
Rotate around to the outer knee and select the four edges just beside the
knee ( Figure 7.4 a).
Perform a Bevel to open up the edges (Figure 7.4b).
Create a new Cut , connecting the upper triangle with the existing edge
above the knee, across the n-gon (Figure 7.4c).
Finally, Merge the triangles, removing the upper n-gon and adjusting the
l ow of the geometry around the knee (Figure 7.4e).
Now that we have the topology we need, we can use it to form the knee for
our model. You can see this in Figure 7.5, but feel free to follow your own
reference materials if you would like it to look dif erent.
(Note: Remember that once these chapters are completed, your model does
not have to be. You can continue to tweak and enhance her as much as you
like until you are completely happy. It usually pays to step back from the
model and revisit it later.)
Let's turn our attention to the inner knee now. Our initial cut, which helped
add detail into her thigh, has not worked as planned. Although it follows the
FIG. 7.3 Add in new geometry so we can build her knee.
FIG. 7.4 Remove the n-gon above the knee.
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