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Dan Ablan

"Inside LightWave v9"


Inside LightWave v9 420
Chapter 10 Character Modeling 421
Figure 10.21 Use Multishift to multiply the two end polygons, then use Move and Rotate to
pull them down toward the side of the penguin.
20. From here, use the Drag tool (Ctrl+t) to shape the flipper, and narrow it at the
ends.When you like the shape of the flipper, save your work.
You can see that with just a few extra polygons beveled off the main body, you can create
additional elements on your model. The same technique can be used for legs, arms, or
even tentacles. Now that the flippers are shaping up, you??™ll shape and blend the head and
body spheres for a more continuous look.
Exercise 10.3 Shaping the Penguin Body
Now that the flippers have been created, it??™ll be easier to shape the body and head of the
penguin. Could you have done this earlier when you built the body? Sure, but it will help
the overall proportion of the model by first creating the limbs, then fine-tuning details
such as the eyes. Some artists prefer to build the eyes first, then the body, so it comes down
to what you prefer and also the type of character you??™re building. For the penguin, the eyes
can be detailed in after the body.


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