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.
When you're satisfied with the chest, shoulder, and arm, we will proceed to map the muscles of his torso.
Let's work on his back first.
We are finished with the upper body, so let's move on to his 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.