Now it’s time to raise the bar a little bit for details. The model at
this point can be used as a base mesh for sculpting (using displace-
ment) or as a high-end game model, but for a high-resolution model
it needs more details. We start by adding more control for the torso
area and the arm joints, extruding the selected marked polygons.
Weld the marked vertices and cut the marked edges; the actual
edges aren’t enough to generate sufficient tension and smoothing
for the gluteus area. Notice also that the edges of the leg are pretty
much the same as the reshaped cylinder, but the leg has much more
detail than a simple cylinder.
The new edges are very welcome, as they add detail, but remember
that they must be planned carefully to follow the edge flow and edge
loops in order to be topologically and anatomically correct.
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Chapter 6 – Human Project: Male Body
Figure 6-23
Figure 6-24