Game Development Reference
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3. Extrude this edge loop once backward
into the sleeve. This will give the impres-
sion that the zombie's hands come from
an actual arm. Scale the edge loop at the
end of the new interior extrusion down
slightly so it stays out of the way as much
as possible when you animate the zombie.
4. Go back to the original edge loop and
scale it down along the z-axis and up
along the y-axis to create the basis of a
hand shape. Extrude twice from it to cre-
ate bendable wrist geometry.
5. You need faces to extrude a hand. Use the
front and side viewports to place the 3D
cursor in the center of the edge loop that
ends your new arm geometry. You can
also use Shift+S to move the 3D cursor to
the selected geometry. When it is prop-
erly placed and all other geometry is deselected, Ctrl+LMB-click near the cursor in
Vertex Select mode to create a new vertex. Use this vertex to create four new faces by
selecting groups of four vertices and pressing the F key (Figure 3.22).
6. Extrude three times to begin a palm shape. Scale the new edge loops down along the
z-axis and up along the y-axis to do your work. Refer to the front model sheet view
and check the geometry from the top and perspective views as you work (Figure 3.23).
Figure 3.22
New polygons
Figure 3.23
Forming the palm
structure
 
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