To define the geometry around the eye, place a sphere in the area
for reference and to model around.
Continue cutting the geometry to increase the control around the
sphere. Then select the border edges and chamfer.
Select the border edges and extrude them again, then move forward
and chamfer when getting closer to where the eyelid should be.
Start extruding and scaling in.
307
Chapter 12 – Cartoon Modeling
Figure 12-77
Figure 12-78
Figure 12-79
The image at the left of Figure 12-80 shows the subdivided version
of the model at the current step. The image in the center shows the
wireframe, and the image at the right shows the wireframe from the
front view. Notice that the edges of the mouth already match the
reference sheet.
Next we can start modeling the mouth. Cut the marked areas shown
at the left and center of Figure 12-81, then select the edges and
chamfer them.
The polygon generated by the chamfer process will be deleted.
Select the vertices at the corner of the mouth and push them back
with a soft modifier until they match the reference.
308
Chapter 12 – Cartoon Modeling
Figure 12-80
Figure 12-81
Figure 12-82
To model the ear we need to select the marked polygons and
extrude, as shown in Figure 12-83.
After a few extrusions and reshaping we are closer to the final
shape.
Figure 12-85 shows wire mesh and subdivided versions of the ear.
309
Chapter 12 – Cartoon Modeling
Figure 12-83
Figure 12-84
Figure 12-85
Cut the marked area shown below.
Moving the vertices in the center of the ear back a little bit gives us
the final look of this cartoon ear.
310
Chapter 12 – Cartoon Modeling
Figure 12-86
Figure 12-87
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