Graphics Programs Reference
In-Depth Information
FIG. 8.30
Continue to work on the
geometry of her brow.
We seem to have gotten distracted and neglected the actual eyes. This tends
to happen when modeling. It's better to tackle issues as you i nd them, rather
than put them of , and as a result we have a much cleaner face.
Before we i nish the eyes, there is one more issue next to her eyes. As
mentioned earlier, we need the topology to mimic natural muscle lines, and
this applies to around the eyes, too.
In Figure 8.35a, you will see that the edges l ow from the brow and down onto
her cheek, which is wrong. We need these to l ow around the eye socket.
First, create a Cut , making new edges that l ow back around the eye
( Figure 8.35b ).
N o w Merge both of these edges.
Finally, Delete the edge dividing the quad next to the eye. As you
can see in Figure 8.35d, the edges now flow around the eye, which is
much better.
Back to the eyes now, and the i rst thing we should address are the wafer-thin
eyelids.
Select the edges around the opening of the eye (Figure 8.36a).
Extrude these edges backward into the eyeball. As you can see in
Figure 8.36b, this gives the eyelids thickness but they now look
too soft.
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