Game Development Reference
In-Depth Information
6. Now that you have created one facial loop, you can go on to do the rest. Follow
Figure 3.40 and create edge loops for the facial geometry. Make sure that each loop
has enough vertices so the eventual facial mesh can be created with four-sided
polygons.
Figure 3.40
Facial edge loops
7. To create the loop around the eye, create a new vertex by positioning your 3D cursor
where you want your new vertex to go and press Ctrl+LMB to create a new vertex.
From this vertex, you can draw a new edge loop by extruding vertices from the origi-
nal as you have done on the face.
8. When you finish each loop, pull their outermost vertices back along the y-axis with
the Proportional Editing tool turned on and set to the Sharp falloff setting to create
the face shape.
9. Once you are done with your edge loops, select vertices in groups of four and use the
F key to fill in faces in the facial mesh. Do not fill in the spaces where the eyes will go
or in the mouth—you'll deal with those later. For the polygons that are in the lip area
now, delete them with the X key. Now that you have a solid mesh to look at, adjust
any vertices you need to with Proportional Editing. Your outcome should look some-
thing like Figure 3.41.
10. Extrude the edges from the top of the eye loop to create geometry for the forehead.
Adjust the edges as necessary to create nice forehead geometry.
11. Create faces in between the new forehead polygons and the original ones in the cen-
ter of the face, as shown in Figure 3.42.
Search WWH ::




Custom Search