This
is a delicate part, of the assembly
ear+head.
Select the faces as above and erase
them.
Merge
the ear in the scene with the head.
Ajust the scale and direction (in general
a light rotation on X and another on
axis Z for User).
Hide
the head.
For right-hand side, (looking into the
ear as shown) remove the 2 triangles
of the previously extruded parts . Make
visible the diagonal edges.
Select
the internal edges of the ear and extrude
with shift+scale.
To simplify the geometry use Weld Target
as in the image above.
Adjust the vertexes to give a round
form which is the part of the ear that
will connect to the head.
Put the vertexes approximately on the
same plan.
see the countours of the face, and the
dimentions of the ear after adjustment
of the vertexes.
Align
the ear compared to cranium.
Select
the ear and view its Properties (right
click) and Trun off BackFaces Culling.
That makes it possible to see the faces
whose normals are not directed towards
the observer.
Select
the head, activate 3d Snap in vertex
mode and with Create Vertex, create
the vertexes for the head in the same
arrangement as the ear ones (as shown)
With
the new vertices ready in the head you
can now hide the ear as these are enough
to build the faces that form the of
junction of the head to the ear. As
usual, make as many quads as you can.
Adjust
the vertexes around the edge to give
a more regular form.
Place
the ear so to allign the pairs of vertices
on head/ear as close as possible.
Select
the head and then Attach. (check that
you have Editable Mesh in the pile of
both objects, if necessary, remove a
Meshsmooth and colapse the stack).
Select
the vertexes pairs and then weld them
together.
The
ear and the head should now be one with
no gaps or holes in this area.
Make
any final adjustments of these welded
verticies to harmonize the curves of
the ear-head join.
3DTotal
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The
look of the final low poly cage.
It is this low polygon mesh that you
preserves for the next parts.
Click
on the images to see them large.
Subdivision
in iteration 2.
Click
on the images to see them large.
The
next part will be devoted to the modeling
of the accessories (clothes, sword,
but also the hair and eyes).