Graphics Programs Reference
In-Depth Information
FIG. 7.41 Adjust the geometry around the shoulder and under her breast.
(You can i nd the Silo scene created in this section in Chapter07/Files/07_
Legs.sib.)
Arms
On to the next limbs. Let's look at turning the bland cylinders coming out
of the torso into actual arms, and what better place to start than at the
shoulders?
Currently, we have a decent shoulder setup, but it could use a few
improvements to make it look even better. The Pectoralis Major muscle should
run from the breast and up onto the shoulder itself; we have this hinted at,
but it could use some enhancement.
Turn to Figure 7.41 . We i rst need to select the edges running from around
the deltoid muscle, across and under her breast (Figure 7.41b).
Bevel these to add in more geometry, and create a slight crease
( Figure 7.41 c).
As usual, the bevel will create a few triangles, and added in geometry
where we do not need it. Select the edges shown in Figure 7.41d and
Merge them to remove the geometry we do not need.
This leaves us with two triangles in front of the armpit. Create the Cut
shown in Figure 7.41e and Delete the central edges; this should give you
the shoulder in Figure 7.41f.
We now have a large polygon on the outer breast, with a pole at the top.
Although it is not obvious now, this could cause an artifact later and detract
from the smooth muscle we need.
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