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ArtZone Heading
Introducution to Polygonal Modeling
Added on: Sun Aug 20 2000
Page: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 

Modeling the Feet

Feet are very similar to hands in the way they are modeled. Begin off with a spline outlining the soul foot.
Place vertice's around the foot, then the inner verts, then make an outer trace around the foot, build the faces together, then pull the outer area upward to give the foot depth. Build a row of verts going up the foot for the top, build those verts and you should have a foot. Then continue to do as you did for the fingers on the hands to build the toes.

Making the hair

When making hair for your model you have plenty of techniques to use, and plugins. It is best to take into consideration what kind of hair you want to give the model and what the hair will have to deal with.
Will it have to blow in the wind? Will there be close ups where there will be strands of hair? What kind of style?


For the hair in this tutorial I decided on a pony tail style and went about modeling it by taking a selection of the meshes head and cloning it as a separate object. I then used FFD (Free Form Deformation) and a few other modifier tools to reshape it to cover the head. Then I shaped a pony tail from a box by using FFD.

One method I recommend is to model part of the hair as a polygonal mesh, then create several patches which drape down over the mesh. Giving them the same material and mapping they will look as one mesh and this method can be very effective.

Fixing it all up

By now you should have a whole human body. Though in areas it might be lacking detail or needs to be tweaked. So here's how it goes:

In the torso you might want to add a belly button and ribs or a six pack'o'abbs. By dividing and cutting edges down the chest area you can refine the faces and detail on the stomach.
Adding things like the shoulder bones and the neck/jugular will add considerable realism. Plus kneecaps, spine and shoulder muscles on the back. And refining the butt, adding genitalia or other bits of detail is quite easy through edge dividing and will make all the difference.

Some tips and tricks

How to see the mesh you are making as a meshsmoothed model in real-time:

Clone your model but choose reference instead of copy and then apply a meshsmooth modifier to the reference object. Then when you're working on your model it will update the second one in real time but with meshsmooth applied. This trick can be very effective and helpful.



 
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