Graphics Programs Reference
In-Depth Information
F eet
Time to tackle the i rst of the extremities, her feet. Along with the hands and
the head, these areas hold the most detail, so we will be adding in lots of extra
geometry as we work.
It is important to keep in mind, as with the rest of the model, that we will not
be sticking rigidly to quads. Adding in lots of detail will mean having to use
n-gons in the model, which for this base mesh is i ne. It is ideal, however, to
keep triangles to a minimum.
(Note: The steps in this section might get a little complicated, and as a result,
your model might not turn out the same. Don't let this worry you though; as
long as the i nal topology is similar, it doesn't matter how you get there.)
Let's start by working in some extra geometry into her toes.
O u r i rst step is to create a Cut down the top of each toe, around the front
and back underneath ( Figure 7.16 ).
Next, we need to separate each toe a little more. There currently is not a gap
between the toes as they join the foot, which could cause problems when the
foot is animated.
Following Figure 7.17, select the edges between each toe, making sure to
select the upper and lower edges on the foot.
Bevel these edges to create an extra polygon separating each toe
( Figure 7.17 b).
The bevel has left us with a few problems, including a series of n-gons at
the start of each toe. Select these edges now (Figure 7.17c) and Merge
them.
Next, move to the upper foot and remove the triangles shown in Figure 7.18a.
Simply select the outer edge and delete it.
Now we are going to add in some more geometry that we can later use to
shape the front of the foot.
FIG. 7.16 Cut around the front of each toe.
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