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| Figure
1.35 Click for larger view |
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| Figure
1.36 Click for larger view |
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| Figure
1.37 Click for larger view |
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| Figure
1.38 Click for larger view |
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| Figure
1.39 Click for larger view |
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| Figure
1.40 Click for larger view |
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| Figure
1.41 Click for larger view |
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| Figure
1.42 Click for larger view |
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| Figure
1.43 Click for larger view |
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| Figure
1.44 Click for larger view |
Legs
to body
Now
it's time to connect the front leg (hide the back one to prevent
it from
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| Figure
1.45 Click for larger view |
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| Figure
1.46 Click for larger view |
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| Figure
1.47 Click for larger view |
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| Figure
1.48 Click for larger view |
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| Figure
1.49 Click for larger view |
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| Figure
1.50 Click for larger view |
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| Figure
1.51 Click for larger view |
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| Figure
1.52 Click for larger view |
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| Figure
1.53 Click for larger view |
cluttering
up the viewport) to the body. Select the leg and delete faces
until the leg doesn't intersect the body at all (i.e., turn on
smooth+highlight mode and then rotate the camera around deleting
faces on the leg which protrude through the body). Refer to Figures
1.35 and 1.36.
Now select the body and delete faces on the body until you have
a good distance between the body and the leg. Now connect and
blend (see Figure 1.37).
Once you're happy with the front leg, do the back one (Figures
1.38, 1.39, and 1.40).
NOTE: Again, you might notice 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 (again,
refer to Figures 1.26 and 1.27).
Phalangeal Amalgamation
If you haven't already done so, added the toes to each leg.
First, make a 16 segment sphere with the hemisphere setting
at 0.5. Next stretch the hemisphere to make it oblong and tapered
(use a 2x2x2 FFD). Use Edit Mesh to delete the back half of
the hemisphere. Once the "toe" is done, duplicate it for the
other toes (see Figure 1.41).
Next, delete the appropriate faces on the leg. Once all of the
toes have been connected (Figure 1.42), select the vertices
comprising the lower leg and apply a Blend until the toes seamlessly
run into the upper art of the leg (Figure 1.43).
Add slightly larger toes to the back leg (Figure 1.44).
Oh, I see Now is the time to create the eyes. Unfortunately,
our reference material doesn't give us a good indication of
what the eye area looks like. From the side view (Figure
1.1), it appears to be a simple eye without any brows (similar
to a snake). On the front view (Figure 1.2), however,
there appears to be a bit of a brow indicated over the eye.
Since the front view isn't too clear, it is hard to say if the
interpretation of the brow is correct. So, we'll opt for a simple
eyes reminiscent of a snake.
NOTE: be sure to add the eye to the side of the model
that has the legs. To create the eye socket, first create a
simple sphere. Then use a 3x3x3 FFD to massage it into an eye-like
shape (Figure 1.45). Using the Front, Left, and Top viewports,
position the sphere toward the front of the head near the top
of the snout (see Figure 1.46). Once you have the sphere
the correct size/shape and in the correct position, make a copy
of it, call the copy Fambaa: Eye, and then hide the copy.
Collapse the sphere to an editable mesh, click on the Sub-Object
button, select Face from the drop down list, select all of the
faces of the sphere, then scroll down to the end of the edit
mesh roll-out, and press the Flip button under Normals (see
Figure 1.47).
You're about to seriously muck with the mesh, so save now. Select
the torso, click on the Creation tab, select Compound Objects
from the drop down list, click Boolean 2, make sure Move is
selected, make sure Subtraction (A-B) is selected, press the
Pick Operand B button and click on the sphere. Once you're satisfied
with the outcome, collapse the head to a mesh, unhide and select
fambaa: eye, and scale it to around 98% (see Figure 1.48).
Lips To form the mouth, first, create a simple CLOSED spline
in the shape of the mouth (Figure 1.49). Then apply an
Extrude modifier to make the spline wide enough to cut through
the entire head (Figure 1.50). Use Boolean 2 and the
steps outlined above to cut the extruded mouth shape into the
head (Figure 1.51).
My better half Whew! We're almost done. Collapse the creature
to an editable mesh and delete the half which doesn't have legs.
Mirror the resulting object (and the eye!) and connect to the
other half (Figure 1.52). Now go back and collapse/weld
any vertices which are creating a seam on the creature.
Finally, texture the beast. I applied the side reference image
to the model and after a little tweaking of the image map, created
Figure 1.53.
That's it for this one. Hope it was fun.
Glossary
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