The
nose and mouth was built using the
same methods as iv just described
the mouth was a little tricky. I found
that selecting polys and hiding the
ones that were obscuring my view really
helped,when i needed to work the inside
of the mouth. Ill explain how i modelled
the dangly bits in a while.
Here
you can see the eye area after incorporating
all the methods iv explained, after
iv sculpted the eye i applied a meshsmooth
to see what it looks like. One more
thing you can do to the part you are
working on is assign smoothing groups
an crease edges, creasing an edge will
sharpen the angle giving you a better
definition.
I
never used smoothing groups on this
model, ill be showing you how to use
them in my next tut.
3DTotal
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To
crease an edge .Click the minus sign
of the meshsmooth modifier to drop
the options for meshsmooth, looking
at the pic you can see theirs 2 options
vert and edge , click on edge option
and then back to the viewport, select
the edges of the yellow control cage
on your model ..Now you can play with
the crease options "crease and
weight" and watch as it updates
real time. You can get a lot better
definition now.
You
can see were iv creased the areas
under the eye.
When
ever im making a symmetrical model
i always delete half of it and then
use the mirror tool and click instance
so i only have to work on one side
of the model and the instanced half
follows my every move.giving you a
better idea of what the whole looks
like.