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| Figure
1.17 Click for larger view |
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| Figure
1.18 Click for larger view |
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| Figure
1.19 Click for larger view |
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| Figure
1.20 Click for larger view |
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| Figure
1.21 Click for larger view |
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| Figure
1.22 Click for larger view |
Cheeks
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| Figure
1.23 Click for larger view |
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| Figure
1.24 Click for larger view |
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| Figure
1.25 Click for larger view |
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| Figure
1.26 Click for larger view |
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| Figure
1.27 Click for larger view |
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| Figure
1.28 Click for larger view |
Create
a clone of the head, select the clone, right click on the "Edit
Stack" button of the modify panel, and then click the "Collapse
All" button on the Edit Modifier Stack dialog box. Next delete
all of the faces except for those which will be needed for the
cheek. Modify the result as necessary to allow the cheek to
fit nicely to the side of the head. For instance, I applied
a 3x3x3 FFD to bend the cheek structure into shape. I then collapsed
the cheek to an editable mesh again (Figure 1.17).
Next we'll connect the cheek to the head, which will involve
modifying the head structure. So now would be a good time to
save.
Collapse the head to an editable mesh then delete the faces
on the head where the cheek should go. The faces on the head
to be deleted are indicated (in red) on Figure 1.18.
With the head object selected, click on the Creation Tab, and
select "Compound Objects" from the drop down list. Press the
"Connect" button, click "Pick Operand", and then select the
cheek. As the default for connect is to simply connect the items
together with one segment, change the number of segments and
the tension until the neck looks the way you want it to. Make
sure to click "Bridge" and "Ends" under Smoothing, then apply
a non-wire frame texture to the result and render it. The connected
version of the head/cheek structure is shown in Figure 1.19.
If your first pass isn't acceptable, reload the model (you did
save, right?) and try again. It can take some experimentation
to determine which faces need to be deleted to create a smooth
connection.
After connecting the objects together (with acceptable results)
you may need to use the Blend modifier to soften any hard edges.
If you don't have Blend, you can go back to a saved version
of the model and try again to get better results or go in by
hand (via Edit Mesh, Relax, Mesh Smooth, and/or another FFD)
to modify the resulting object to the desired smoothness. NOTE:
As I was happy with the results, I didn't use the Blend modifier
on the head/cheek structure.
Next we want to add a bit of a muzzle to the front of the head.
Do this by creating a 3x3x3 FFD and move the lattice into place
around the muzzle (scaling it to only includethe region of interest).
Then pull out center control points to form the muzzle (see
Figure 1.20). Since our next step will be to irror the
cheek half of the face, you only need to add a muzzle to the
side of the head which has the cheek on it.
Mirror, Mirror
Now
that we have half of the head done, let's use it to create the
other half. Do this by collapsing the head object to an editable
mesh, selecting the vertices which are on the unmodified version
of the head, and then deleting them. Create a mirrored copy
of the head and move it into position. Then use Connect to connect
these two halves (see Figure 1.21). NOTE: if you were
lucky (or skilled) enough to have a perfect seam down the center
of the model, you could merely merge the two meshes together
and use "weld" to create a seamless version.
If the connection results in noticeable ridge, you can use Edit
Mesh to select the ridge vertices and collapse or weld them
together. Although my head model has a seam, I will wait to
do this until after I have connected the head to the torso.
We're done with the head for now. WHAT!? It doesn't have a mouth
or nostrils or eye sockets! Why stop here? Well, those features
could result in holes in the mesh. Those holes could make the
future use of Connect very unpredictable. So we hold off on
those until the end.
Next we'll connect the head to the torso. So now would be another
good time to save :>
Neck bone's connected to the... First, unhide the torso object.
Then, following the steps outlined above (and in the GLOSSARY
HOW TO), collapse the head nd torso to editable meshes and then
connect the head to the torso (Figure 1.22 shows the
faces deleted to complete the connection of the head and torso).
This, again, is a process of trial and error (especially the
first couple of times you do it). If you deleted too many faces,
either the head wont seem like a distinct entity or the body
will seem malformed. If you didn't delete enough, the neck will
seem spindly and unable to support the weight of the head.
You might notice that even with all of our careful planning,
that we are still getting dark striations in the resulting object
(Figure 1.23). This is probably due to the attached cheeks.
You could attach the head to the body first, and then attach
the cheeks to try to avoid this. However, it's much easier to
attach the cheeks to the standalone head than it is to attach
it to the body. So, what do we do about the striations? Simple,
use Blend.
First, apply an Edit Mesh modifier to the object and then select
the vertices representing the neck (Figure 1.24). Turn
off the Sub-Object button, then apply a Blend modifier, check
"select vertices only," and then modify the tension until the
neck becomes smooth (Figure 1.25).
NOTE: You'll probably notice one or two small areas that
remain extra dark or extra light even after blending. You can
get rid of these by using Edit Mesh to weld or collapse the
offending vertices together (see Figures 1.26 and 1.27).
Once this is done, you can then use Edit Mesh and FFDs to massage
the neck into the desired shape. The final neck can be seen
in Figure 1.28.
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