Graphics Programs Reference
In-Depth Information
FIG. 5.51
Create a new cylinder for the arm and enable Ghost Shading Mode.
FIG. 5.52
M ove, rotate, and scale the cylinder before adjusting it to fi t the arm shape.
Now work on the shape. By editing the vertices or edges, scale each edge
loop until you get the general arm shape (Figure 5 52c).
Switch to the side viewport.
Repeat the process shown in Figure 5 53, adjusting the cylinder to match
the shape of the arm. This time, feel free to rotate each edge loop to follow
the natural contours of the limb.
(Note: Make sure when scaling that you only scale across one plane; in this
case, the Z plane. If you globally scale the edge loops you will af ect how the
arm looks from the front.)
Before we continue, we are going to make a drastic move and deviate from
the model sheet. At present, her arm position won't work well for us, and it
will make life dii cult when we add her clothing and when someone comes to
rig her for animation.
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