This is the shoulder joint. Built by a number of methods.
Firstly I created a sphere with 10 segments. This gave me a good start for a sphere I could chop up to suit the joint.
Next I converted the sphere into a editable poly, and selected the outer two rows of polygons, detached them to the element, and moved them away from the middle section far enough that I could get into the inside without anything getting in the way.
As these parts will be rotating (hopefully) they needed to be capped. I used manual methods to do it (Polygon | Create ) but I should have used the cap tool under the Border sub-selection panel. This does what it sounds, it caps the area that the border surrounds in one easy step. I did this to each empty border.
After that I then selected the polygoin facing the shoulder and extruded it. As very little of it will be see I kept it at only four polys, but I added a smoothing group to it to imply it isn't a box nevertheless.
Finally I added a 6 sided cylinder (with no height values, be sure to take them out) and deleted the end polys. This is to act as the inner rotation element.
Unfortunately I don't know if this is even needed, I would LIKE it to be as it would look quite impressive but I will only find out once I rig it, and put it down to experience after I sort it out. The issue is going to be whether or not I can make it rotate on each main elements axis, rather than blend it. Should be interesting to see.
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