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Now I assign surfaces and shift my 'sk_mouth' polygons inward. The 'sk' is for 'skin' and eases future surface selection and editing.
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Tweak. I need more detail for my nose (hehe ;-) so I select polys from the brow down to the inner upper lip.
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I then do the following:
- smooth-shift
- deselect the bottom polys and
- stretch the remaining polys downward and inward.
Because the deslected points haven't moved from their source geometry, I can merge them at the click of the [m] button
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This is what it looks like in perspective. Above after the smooth shift, below after deselecting and stretching.
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Now open the statistics window [w] and select the 2-point polys.
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We have quickly and efficiently created the geometry necessary for my pointy lips! Tweak 'em and off to my nose, the highlight of my face!
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Above, before and after a simple spinQuad operation. This is much better for the contours of a brow.
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Select the nose polys and...
.... stunning!
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Here I repeat the same process as before, but now you can see the effect better. SmoothShift > deselect > stretch remaining polys > merge > delete 2-point polys
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A nose tip and...
.... another Saw action...
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Here I select a problem area at the base of the nose...
... and slice sufficient geometry to deal with the
contours
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SmoothShift a nostril...
.... SpinQuads and tweak
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