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Introducution to Polygonal Modeling Added on: Sun Aug 20 2000 |
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Once you have placed all of the vertice's go through and delete any that you
believe aren't necessary. Then begin building the faces from the vertice's you placed. Once you have created half of the face, begin giving the mesh depth like with the body by pulling the vertice's away from the center, and continue to reposition them all until it resembles a face. (one great method for working out the right positions is to
get an existing mesh from the Web, and use it for reference and move the verts over the model so you have an idea of where they should go).
When you have finished the half of the face, mirror it and sew it together, begin creating vertice's outside of the face tracing around it, these verts will be used along with future verts to create the 3d model (trust me).
Once you have placed them build the faces and then pull those outer verts backward so they create another layer of the head, and do it again until you get to the top of the head.
As you can see from the image above, I created the face, (the shaded shot) then I created more layers and bent them back to cover the head, then I continued on creating more layers going down to the neck.
For the neck the best method is to create a shape of the neck and then create about four layers and wrap them around and then mirror that mesh to form the whole neck, then attach them and continue to build faces from the neck to the head until you have one solid mesh.
For the ears I created a shape of an ear with some splines outlining how the ears shape went inside, then I build the verts and faces then I pulled the verts inward to shape the inside of the ear. Then I created a layer on top to fold around the ear, I then created the back of the ear and sewed the two together.
Modeling the Arms
Hand
At this point, the arm would be mostly shaped, up to the wrist. At the wrist, the arm would be most likely roughly circular shaped, made out of some number of sides, in this case, there were six sides.
From this point, we cap the end of the arm, and then select the faces that end the arm. Extrude this twice, and move the vertices around to form a roughly palm shaped object.
Fingers
The polygons that now form the end of the arm need to be split so that four fingers may be extruded from it. As shown right, this can be done either by dividing or cutting the edges. After producing four roughly square quads. These will be used to extrude out fingers.
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