Kila is wearing shoes, and most of the time her shoes will be simple shapes. For the purposes of this discussion, however, we will explore the possibilities of bare feet.
I have in my Morgue various versions of feet, just as I do hands. Figure 3.100 shows some of these choices, which are quite basic. As you look from the left to the right, you can see how I have duplicated and reduced the higher-resolution foot to create the next in the line. So they start at 140 polygons and end with just 25.
Figure 3.100. Bare feet, at various resolutions
In this section, we will see how to create the higher-resolution foot. Then, if we need to, we can reduce it. Once we have our bare foot created, a few simple steps will transform it into Kila's athletic shoe. Let's start with a new scene.
The general shape of the mesh now represents a foot, time for a quick tidy-up:
Hopefully, the material in this section will have given you a base to build upon. For our purposes, we just need to alter this version of the foot slightly until it looks more like Kila's shoe; you can see the result in Figure 3.107.
Figure 3.107. Alter the shape of the foot to suggest an athletic shoe, so we can use it on Kila.
Delete the history on the foot and save it as Kila_Foot.mb.
You can go on from here, as you wish, to add more details to the footindividual toes, for instance. Simply divide the front of the foot into five segments, separating them to create the toes.
Attaching the Foot to the Model
Load the file created earlier, Kila_WithHands.mb. We will now import the foot into this scene. As you did with the hand, scale and manipulate the foot until it is in the correct position (Figure 3.108, left).
Figure 3.108. Position the foot and adjust her trousers to fit it.
Before saving this file and ending this chapter, alter the bottom of Kila's trousers to fit the new foot (Figure 3.108, right). Then, as always, delete the history, and save the scenethis time as Kila_WithFeet.mb.
Now when you mirror the geometry Kila will have both feet.