|
 |
 |
 |
 |
 |
 |
 |
 |
 |
| |
|
I also like to use the standard weight map to help control sup-patching. I seldom drift above 40% or below -40%, because the weighting is not edge-based but point based.
Red is positive (sharper edges), blue negative.
|
|
|
| |
|
To smoothShift the nostrils you have to temporarily deactivate [symmetry] and delete the half you'd like to mirror. LW will shift all connected polygons, so its only logical that you'd end up with a Cyclone-Schnauze!
|
|
|
| |
Taking a step back I see areas where more detail is needed. In this case around my mouth.
|
|
|
|
| |
Now for the windows to my soul! It figures that those polys are a mess! Select 'em, and spin them into shape!
|
|
|
|
| |
I often turn off sub-patch to get a better view [tab]. Ahh. I can recognize my penetrating gaze already!
Two smoothShift functions later...
|
|
|
|
| |
My brow needs another line of detail, its lack was bothering my eye for my eyes...
... now I can BandSaw to my heart's content
|
|
|
|
| |
... which I do. And I tweak alot. Did I mention that?
The eye is easy: a primitive sphere, slice the cornea and stretch them inward to create the typical bulge.
|
|
|
|
| |
|
The End ...
So,
that didn't take long at all!
What? No ears?
You can easily create cartoonish ears with these same techniques, or get a real earful of higher detail modeling with my
detail-up tutorial COMING SOON ...
|
|
|
| |
Related links ...
The online portfolio of ::: David Maas :::
email :
|
|
|
| |
|