Another technique
for building characters is called point-by-point, wherein you create points, connect them
to form polygons, adjust their shape, and then multiply, or add polygons, as needed to add
detail. Another is the splines method, in which you use curves to create a basic outline of
your model, then patch it together??”a method that is often time-consuming.
For the model you??™ll create in this chapter, you??™ll work with several primitive shapes??”
connecting, multiplying, and adjusting them to build your final model.While there??™s so
much talk about which method to use to build a character, this chapter isn??™t going to have
you worry about a set method??”rather, you??™ll concentrate on your model, its shape, and
its form.After all, it??™s this final character that will be used in your renders, and the person
watching doesn??™t care whether it was built with a box, a point, or a curve.What is important
is polygonal flow and the shape of the polygons that make up the model using subpatch
techniques.
Standard polygonal surfaces often need many polygons to approximate a smooth surface.
Even so, a smooth surface made up of polygons will eventually reveal its inherently sharpedged
nature if it??™s examined closely enough.
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