|
|
Guide to Making a Polygonal Head with NURMS Added on: Wed Jan 10 2001 |
Page: 1 2 3 4 5 |
For the next step, I always make sure that the 3D snap toggle and the Angle snap toggle are turned on. I like to call this phase the "connect the dots" phase.
Based on the sketched out facial contours that I have created, I use the Create Line and Refine options to fuse together all the main lines that I have, while making sure that each section of the face is divided as Quad or Tri sections.
This process is easily the most time consuming for me.
Splines connected together using Create Line and Refine.
After I have finished connecting and unifying the spline cage, I then select all of the vertices and convert them to Cornered verts.
This is a very important trick because it will be a lot easier when we actually pull out the flat spline cage to give it another dimension.
Before I go into the next step, which is pulling out our spline cage, I always make it a point to turn my viewport configuration into this layout:
Viewport configured for easier workflow.
To do this, just right click any viewport and go under Configure - Layout. Pick the viewport icon that corresponds to the above image. This will only make your progress faster since when pulling out the vertices, you will only need the front view and the left view.
|
|
|
|