Graphics Programs Reference
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FIG. 9.14
Sculpt details into the trousers.
B oots
Moving on from the trousers, now we will look at the boots.
(Note: You might i nd that the scenes are running a little slow, so at this stage
you could divide her into separate i les to make editing easier.)
Again, follow the same procedure adding subdivisions and details. If you are
feeling more coni dent, why not experiment with some other details rather
than wrinkles?
Figure 9.15 shows the boot model as it's being worked on. As you can see, we
have added a few circular details that are not in the concept, so feel free to
play around and have some fun.
At this stage, you might want to attempt to add some tread into the soles of
the boots. Sculpting this detail in would be tricky with the current version of
Silo, so we suggest building the tread in as a separate model.
An easy option is to create the separate tread segments and position them
below the existing sole, something similar to that shown in Figure 9.16.
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