Back to Tutorials |
Boxer Head Part 2 |
-Now it's time to start building the splines for the mouth.
-Make sure to have polyconnect on, so that the mouth splines will continue from the face splines. -Again add the cross sections trying to have 4 sided patches whenever it is possible. -Notice how the two lips are not connected, there is a spline for the upper lip and another one for the lower lip. This is important for animating the model later. ![]() -Now start building the spline cage for the ear. -I start it as a new object that I will merge later. I find it easier to do it this way. ![]() -When you think you have all the detail you want on the ear it's time to merge it to the head. This can be a little complicated but it is just a matter of rearranging some splines and vertices in the zone. ![]() -Create a sphere for the eye an set it in place. I tried to catch that "eye of the tiger" kind of look : ) -Rearrange the vertices from the eyelashes to fit the curvature of the sphere. ![]() -And we are done. Below some render samples. On the left, the low poly model (Surface/Patch Topology set to 0) on the right, the high definition model (Surface/Patch Topology set to 1). ![]() -The finished head. ![]() |