Now it’s time to define the back area. Use as much reference as you
can when adding muscles and other details, but don’t overdo the
cutting. If the model is going to be animated, having too many poly-
gons will make it hard to rig and set up the bones/deformations and
slow to animate. An alternative is to use displacement for these
extra details as described in Chapter 10.
Cut the marked edges and remove the dashed lines to make the
polygons quad. In the image on the right, a big triangular polygon
and a few discontinued edges appear on the mesh. Don’t interrupt
the modeling flow to correct little errors or things that can easily be
fixed later.
Be sure to mirror the geometry from time to time to check the
symmetry.
After tweaking some vertices, the shaded and mesh versions of the
male back torso look like Figure 6-20.
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Chapter 6 – Human Project: Male Body
Figure 6-18
Figure 6-19