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Spline + Subdivision Head Modeling Added on: Sat Aug 30 2003 |
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Then go to the perspective viewport and pull the vertices around trying to visualize what will look right. These lines are the “base” of the model, so it is important that they look right from different angles in the perspective view. Take a look at the pics below to see what I mean.

When you are happy with what you have, it is time to close down the spline, because the “Surface” modifier will only work with splines that have 3 or 4 sides. You will need to create a few more vertices for this. Try to have something similar to the picture below. Keep the detail level to a minimum, and do not worry too much if it is a little messy, because you can remove any edges you don’t like once you get it to be a polygon, because polygons don’t mind having faces with more then 4 sides.

Keep the detail level to a minimum, and do not worry too much if it is a little messy because you can remove any edges you don’t like once you get it to be a polygon.
When you are done, go to the modifier tab and apply the “surface” modifier to the cage. Set to 0 and leave threshold as 1.0. You might have to click on “Flip normals” if your faces seem to be turned to the wrong side.

Convert this surfaced spline into a polygon, by clicking the right mouse button on the surface and going to “convert to/ convert to editable poly”. Again, if you end up with something weird, it is because the normals of the polygon are flipped to the wrong side. Go into the polygon sub-menu under “Editable Poly” and select the whole model, then click on “Flip”.

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