Game Development Reference
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2. Once you have corrected any offending normals, delete the polygons at the base of
the collar since they are no longer needed.
3. Reselect the edge loop that is now the top of the collar and turn of clipping on the
Mirror modifier. Extrude the edge loop and move the front central vertex of the new
loop away from the center of the model on the x-axis. Scale the new edge loop up and
move it downward to create the shirt collar (Figure 3.31).
4. With clipping still turned off, continue to move vertices away from the center to cre-
ate the button-up portion of the shirt. Adjust vertices and check normals—the extru-
sion method used for this often creates inconsistent normals.
Figure 3.31
The shirt collar
Finishing Off the Coat
Now you need to extend the coat so it hangs down over the waist.
1. Select the geometry below the waist where the pants will be and press Y to discon-
nect this geometry from the rest of the model (Figure 3.32). Pick the pant section's
top edge loop and move it down slightly on the z-axis.
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