Graphics Reference
In-Depth Information
mesh, that is, the vertex group-masked original shape but without the vertex group mentioned in the panel.
In effect, the vertex group has been “applied” to the original shape and used to create a new shape key. Figure
10.19 shows the result of this. Note that there is no vertex group attached to this new shape. Name the new
shape something useful, like a combination of the overall expression and the zone (“burp_brow_r”).
Figure 10.19
A new shape is created from the masked original
Continue through each of your master expressions, building a library of named expression components.
Tips for Creating the Shapes
To create these shapes, either the fragments from the fi rst method or the overall expressions from the sec-
ond, you can use both the regular mesh editing and sculpting tools. I have found that using the sculpting
Grab brush is an intuitive way to alter the
shape of your characters' faces. When sculpt-
ing shapes on an already-completed model,
it feels very much like working with clay. If
you have not used the sculpt tools before, it's
as simple as choosing Sculpt mode from a
3D view header and bringing up the N-key
properties panel to show the tools. Figure
10.20 shows the mode pop-up. Figures
10.21-10.22 show the sculpting Grab brush
used to widely open the Beast's left eye. The
sculpting Grab tool works by left mouse
button clicking and dragging on the model.
Figure 10.20 Selecting Sculpt mode
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