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ArtZone Heading
Low Poly Modeling for Real Time
Added on: Mon Oct 16 2000
Page: 1 2 3 4 5 6 7 

Move the points around in 3D, basically select the bottom two levels of vertices and pull them out to the left, and begin to shape them like a foot. Then do the top one to fit that. Basically once you have created all of those faces and move them out correctly, go to edge level and select the bottom of the foot's edges, and extrude it down, then pull it to the left, and then raise it up. This is going to be the bottom of the foot.


Next select the edge of the toe and extrude that out and pull it in, go to face level and build the faces around that.
Clone the foot and flip it horizontally and place it next to the other with a bit of space in-between the two. Attach them together. Build the faces together to stitch. Attach them to the leg and weld the vertices together to stitch the foot on.


We are going to build the hand next.
Place 3 vertices at the wrist, three more at the middle of the hand and three more at the end, then one outside the hand at each vertex and build the faces. Pull the points out and then clone and flip the object. Move it in, attach it and position the hand correctly and build the faces togetehr and stitch it.


Modeling the head is nearly the same, plot the points around the head, and then build the faces, pull it out and clone and flip it, build the faces and voila instant head.

By attaching the head to the body and building the faces around the shoulders and welding the neck vertices to the body you should have completed your body.
Although I had planned to go into refining this model I will write a chapter on this when I get the chance, learning how to add detail and refine areas to make them perfect, as well as optimize and weld vertices down.
 
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