|
|
Spline + Subdivision Head Modeling Added on: Sat Aug 30 2003 |
Page: 1 2 3 4 |
Then go to the perspective viewport and pull the vertices around trying to visualize what will look right. These lines are the �base� of the model, so it is important that they look right from different angles in the perspective view. Take a look at the pics below to see what I mean.
When you are happy with what you have, it is time to close down the spline, because the �Surface� modifier will only work with splines that have 3 or 4 sides. You will need to create a few more vertices for this. Try to have something similar to the picture below. Keep the detail level to a minimum, and do not worry too much if it is a little messy, because you can remove any edges you don�t like once you get it to be a polygon, because polygons don�t mind having faces with more then 4 sides.
Keep the detail level to a minimum, and do not worry too much if it is a little messy because you can remove any edges you don�t like once you get it to be a polygon.
When you are done, go to the modifier tab and apply the �surface� modifier to the cage. Set to 0 and leave threshold as 1.0. You might have to click on �Flip normals� if your faces seem to be turned to the wrong side.
Convert this surfaced spline into a polygon, by clicking the right mouse button on the surface and going to �convert to/ convert to editable poly�. Again, if you end up with something weird, it is because the normals of the polygon are flipped to the wrong side. Go into the polygon sub-menu under �Editable Poly� and select the whole model, then click on �Flip�.
|
|
|
|