Graphics Programs Reference
In-Depth Information
FIG. 11.3 With the upper and lower parts combined, go in and i ll in the
holes at i ther side.
FIG. 11.4
Reshape the base hair model to give it more of a
hair feel.
You might notice a series of black lines on your model. This is simply because
the geometry normals (the direction the faces and vertices point) don't match
up. Select the model and go to Modify > Unify Normals to i x this.
With the main shape in place, go in and start to i ll in the holes around the
sides. You should aim for a model similar to the one shown in Figure 11.3,
giving us the main bulk of the hair.
Now that you have the main section of the hair ready, reshape it slightly to
give it a more natural appearance (Figure 11.4).
Now the fun begins. We need to give this l at model some life and make it feel
more like free-l owing hair.
Following Figure 11.5, start at the top of the hair and Extrude a single
polygon out.
Extent this, adding another Extrude while bending and shaping the
model, tapering it toward the end. Doing this has given us a wavy strand
of hair coming out above her fringe.
Continue on, Extruding more strands of hair out of the model as shown.
Be careful not to go too overboard, as it could begin to look messy.
Now turn to the back of the model. Although we could use the same process
to add detail here, it could start to look unnatural, so instead, we will leave her
hair l at but add more of a wave to the shape.
As illustrated in Figure 11.6, create a series of cuts down the back of her
hair. Don't cut all the way to the top or around the bottom at this point.
Now adjust the new geometry to create dips in the hair, adding more
detail to the shape.
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