Creating Grae s Head


Creating Grae's Head

Looking at his design, we can see that Grae doesn't really have a neck, so we will move straight on to his head.

1.

As with Kila, you will begin with a cube. Create one and set Subdivisions Along Width, Subdivisions Along Height, and Subdivisions Along Depth all to 4.

2.

Move, scale, and rotate the cube so it fits the size and orientation of Grae's head in the image plane (Figure 7.11).

Figure 7.11. Manipulate the cube so it lies over the head in the image plane.


3.

Delete half the cube, and adjust the vertices to achieve the general shape of the head (Figure 7.12). Use a mirrored instance to help you get a feel for the whole head.

Figure 7.12. Adjust the cube to get the basic head shape.


With Grae's head in place, let's now combine it with the rest of the geometry.

Attaching the Head

To complete the head and finish this section, attach the head shape to the rest of the body.

1.

First we need to remove some polygons. Select the area of Grae's chest directly behind the head shape and delete them. Also, remove any polygons that exist on the back of the head geometry.

2.

Combine the head and body geometry; then use the Append To Polygon tool to fill in the gaps, bridging the head and the torso.

3.

Play around with the vertices, using a mirrored instance to help you work on the whole figure. Do this until you are happy with the way Grae looks (Figure 7.13).

Figure 7.13. The head is now attached to the rest of the body.


Delete the history on your model and save it as Grae_Basic.mb.


    Muscle Line Mapping

    We now have a shape that resembles Grae, although it still needs a lot of work. He is quite a muscular character, so it's important that we map the muscle lines at this stage, sculpting in some of the more prominent muscles on his torso and upper arm.

    Mapping the muscle lines will improve the model not just visually, but technically as well. Creating polygons that follow the correct muscle structure will help when it deforms laterthe polygons will deform correctly and give the impression of real muscles moving under the skin.

    The Chest, Shoulder, and Arm

    Let's begin work on the upper body by mapping his chest; then we'll move across to work on his armpit, shoulder, and arm.

    1.

    Following Figure 7.14, add more detail to the chest, making it more pronounced. Carve in the collarbone, just above it.

    Figure 7.14. Add a bit more detail to Grae's chest.


    2.

    Add further definition to the front of Grae's shoulder before working on the armpit. The shoulder needs to be nicely rounded when it deforms, so add an extra division to help smooth out the area (Figure 7.15).

    Figure 7.15. Defining the shoulder and armpit


    3.

    Now start on the front of his arm. Use the Split Polygon tool to carve in the muscles, as seen in Figure 7.16.

    Figure 7.16. Carve in the muscle lines at the front of his arm.


    4.

    Following Figure 7.17, move around to the back of the arm, working on the shoulder. Don't be afraid to alter the shape of the arm slightly if the character needs it.

    Figure 7.17. The back of the arm and shoulder


    When you're satisfied with the chest, shoulder, and arm, we will proceed to map the muscles of his torso.

    The Torso

    Let's work on his back first.

    1.

    Delete the edges highlighted in Figure 7.18 (middle). This will clean the back up to get it ready for carving in the muscle detail. This is illustrated in Figure 7.18 (right).

    Figure 7.18. Map the muscles to the back.


    2.

    Rotate around to Grae's front, and incorporate the stomach muscles. As happened with the back, you'll need to do some cleanup. Follow Figure 7.19 and divide the polygon that makes up his chest so you can add more shape to it, making it less flat and angular.

    Figure 7.19. Split polygons to add the stomach muscles.


    We are finished with the upper body, so let's move on to his legs.

    The Legs

    At this point, we will add the muscles to the upper legs only, as shown in Figures 7.20 and 7.21 (top). We won't do the lower part of the legs because they need quite a bit of work done to them, coming up in the section, "Adding Details." If we added muscle lines now, we'd just lose them.

    Figure 7.20. Cut the muscles into the front of the upper legs.


    Figure 7.21. Move around to the back, adding muscles and detail to the legs and backside.


    While we are here working on the legs, we can also improve Grae's backside (,bottom). Notice the three large polygons just below the base of his spine. Divide these and work on the overall area to smooth it out.

    The basic muscles are mapped onto Grae now, and we have added definition to some areas, smoothing them out to make them look more complete (Figure 7.22).

    Figure 7.22. Grae with muscles mapped


    Save Grae in his current state as Grae_Muscles.mb. He's coming along nicely, so let's start adding some details.