Graphics Programs Reference
In-Depth Information
FIG. 8.24
Bring the eyes Into the
scene and adjust the eye sockets to i t.
With the faces still selected, apply another Extrude .
This time, move the selected faces back into the eyeball. This will act as the
pupil, as this area will be in shadow and will be nice and dark.
Finally, Bevel the rim around the opening to the pupil to harden the edge
slightly.
Bring the eyeball into your scene and position it roughly where the eye
should be. Figure 8 24 shows the eyes added into our model. Do not worry
if it is not exact, as we can adjust where it sits later.
Now adjust the shape of the eye socket to i t around the eyeball.
Now that we have the eyeball in place, and the basic eye socket ready, we can
start to work more on the shape and details.
Following Figure 8.25 , i rst create an edge loop around the eye socket.
Next, create two Cuts , the i rst going across the nose and the second
around the side of her head, almost dividing the eye (Figure 8.25c).
Use these new cuts to help dei ne the eyelids a little more.
We can now see that there is too much geometry around the nose. Having
your topology too dense can result in the surface looking bumpy. As a rule,
we try to keep our models optimized to prevent this.
Before we continue, let's tidy up.
We will start by removing an edge loop from her nose, so i rst select the
two edges highlighted in Figure 8.26a. These are at the crease of the nose.
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