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12_Modelling a head: first stages GRAY HODGKINSON

The Polygon Display Options shortcut opens Extrude the inner eye edges backwards, and use
the dialogue box that lets us turn on Border merger vertices to close them off. Now the eye sits
Edges (as well as other things) more normally within the socket.

Use Combine to add the


Border Edges are useful to eye mesh to the same
show breaks in your mesh. group as the head
Eg, in this example, the mesh. Otherwise, you
nostril is not joined properly. will not be able to join
To fix, select the two them.
vertices, and merge.

Move the eye


vertices up towards
the nose, and use
merge and append
The eye area to join together.
For the eye ball, use a
sphere or half-sphere,
rotated so that the
poles are facing
outwards. Add another loop around the outside of the eye. The
top edges will forma the brow ridge. Notice that the
video uses a triangle against the nose. This edge could
instead, have simply run out off the nose, keeping the
Use the Create Polygon Tool quad.
to draw out the eye on an
anti-clockwise direction!
Place 12 points as shown.

Extrude out a ring,


and delete the inner
face.

Move vertices to The video then


shape the ring removes some of
around the eye. the edge rings
around the eye. By
this time, you are
possibly the best
judge as to whether
you wish to simplify
or not for your
character.

Extrude out more


loops
Use the append tool to fill in the gaps from the eye to
the nostril area, though refer to a good completed
mesh as a guide.

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