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Terms...
This is a form-down modeling technique.
The term form-down implies beginning
with general forms and then working
details into this by slicing or extruding
extra geometry.
Detail-up
will be dealt with in the next part.
Detail-up implies specifically detailing
geometry for defined regions, then building
them together to form one full mesh.
Of course, both techniques work great
together, as well as with other techniques
such as splines
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So,
you want a be a self-made man? Or woman?
You want to enjoy the exclusive confidence
of knowing that every polygon, every
vertex in your body comes from your
own sweat and labor?
First,
you'll need reference materials. In
this case, they'll be easy to find.
Prop up a mirror next to your monitor,
take snapshots, draw or have someone
draw you.
We're interested in cartoonish, lower-detail
material here, if you want more detail
- check out the detail-up tutorial.
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A
self-made man!
So, you've got in touch with yourself
using various graphic utensils. Great!
Slap that new-found knowledge up in
the background projection of an appropriate
window [ctrl d].
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I'll
start off with a cylinder primitive
with 12 sides. I start with 3 segments,
but we'll be cutting more in almost
immediately, so feel free to start off
with more if you find it faster.
Select the end polygons. They're both
have more than 4 sides, so they won't
sub-patch.
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I
knife [shft-K] them into bite-sized
pieces. If you're not exact (and who
is) then grab the snap tool [Shft-G]
and correct those corners.
No
polys with more than 4 sides? Great.
Onward.
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Hit
the [tab] button. You now have a sub-patched
cylinder. If this is what you look like,
you're in luck!
Otherwise,
turn on symmetry and "onward"!

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Align
the polys to taste. Work from one view
first, like the front.
Remember,
I've got my background image for reference.
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