Game Development Reference
In-Depth Information
helpful to 2D artists struggling with 3D since part of its workflow resembles 2D drawing.
Blender also makes this method particularly simple, because it allows you to create new
geometry with only a few key presses rather than by searching the interface for appropri-
ate buttons.
Creating a Foundation for Face Modeling
Continue with your model from the leg portion of the chapter or open C03_Finished_Body
.blend from the online resources folder for Chapter 3.
1. For this model, leave edit mode and deselect the body. You will begin the head from a
new mesh and combine the head and body later for rigging.
2. With your front and side viewports, move the 3D cursor to where the center of the
head is on the model sheet. You may also wish to hide the body mesh by highlighting
it in object mode and pressing H so it is out of your way.
3. Using Shift+A to bring up the Add menu, create a cube mesh. Enter edit mode for the
new cube and delete all but the frontmost polygon of the mesh.
4. Add a Mirror modifier to the head mesh. Make sure the Clipping setting is activated.
Move and scale the polygon so it matches the one shown in Figure 3.34. This polygon
will be the basis of the face mesh.
Figure 3.34
This polygon will be
the basis of the face
mesh.
5. Pick the top edge of the face and press E to extrude the edge upward, as shown in
Figure 3.35. If you are working with the model in the side view, you can trace the
forehead outline from the model sheet after each extrusion by moving each new edge
into place.
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