8. Use the Drag tool (Ctrl+t) to shape the feet to round out the corners (Figure 10.33).
Figure 10.33 Shape the feet so that they??™re more oval in shape.
Inside LightWave v9 428
Chapter 10 Character Modeling 429
9. As you start creating the feet, you can see that even with subpatches active, the
geometry is a bit sharp. Press o to open the General Options panel and then set
the Subpatch Divisions value to 4, as shown in Figure 10.34.
Figure 10.34 Increase the Subpatch Divisions setting to create even a smoother mesh.
10. Select the two front polygons on the feet. Remember, Symmetry is still active, so
selecting these polygons on the right side of the character will automatically select
their counterparts on the left. Then, press e to multiply the selection with the
Extender Plus tool.
11. Once the selection is extended, activate the Move tool (press t) and move the polygons
forward on the Z-axis.You can move them in the top of right views, or rotate
the Perspective view around to control axis movement (Figure 10.35).
Figure 10.35 Pull the newly created polygons forward to extend the feet.
12. Use the Drag tool (Ctrl+t) to round out the tops of the feet.
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