Graphics Programs Reference
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loops quite close together, I deleted one (selecting
it with alt -right-click, then deleting with X 4 Edge
Loop) to create a more even distribution.
Modeling the feet was much the same, as
shown in Figure 4-22. Beginning with a cube, I
first extruded the general shape of the foot . I
added face loops to produce gaps between the toes
( to ), extruded the toes , smoothed the foot
a little , and then merged the corner edges on the
back of the foot to improve the way that the edge
loops flow around the back and reduced the overall
polycount, as I did with the hand . I used Inflate
and proportional editing to make the big toe bigger
and refine the slope of the foot, which slopes down
forward from the leg and down from the big toe
side to the little toe side . Again, because there
are eight vertices around the circumference of the
leg, I could delete four faces from the top of the foot
and bridge the gap with the leg ( and ). Then
I cleaned up the edge loop distribution along the
lower leg by sliding, deleting, or adding edge loops
to get more evenly spaced edge loops ( and ).
Modeling the Head
The head began as just a cube extruded out, once
at the front and then down at the base to create the
chin (Figure 4-23). After adding a few loop cuts, I
extruded out from the bottom to create the neck
and then smoothed and refined the shape to give
it a better silhouette and to make it slightly nar-
rower at the front. I extruded out from the faces
on the side of the head to create some geometry
for the ears. Then, as with the body, I deleted half
and added a Mirror modifier. Next, I connected the
head to the body, deleting the faces in between and
bridging the gap with the Bridge operator.
Figure 4-22: Constructing the foot
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