Select all of the points shown in the figure and create a new spline.. Considering that we alreadyhave a top spline created in Step 20, itmakes sense that we should create splinesfor the
Trang 1placed straight down from the corner of
the mouth (when looking in the Back
viewport) and centered between the
first point and the last point of the
spline created in Step 28 Create a new
spline This will act as the bottom of
our quad cage
Since we now have top, right, and bottom
splines, we need to complete our quad cage
with a left spline
30 In the Right viewport, create four new
points as shown in Figure 14-40 These
should start at the lower lip and run
down the profile, ending at the center
of the chin The points should be
posi-tioned at the very center of the head in
the Back viewport Select all of the
points shown in the figure and create a
new spline
Spin your model around in the Perspectiveviewport and check for anything that looksout of place
We’ve expanded our spline cage, but thearea around the mouth is still open Let’sclose that off Considering that we alreadyhave a top spline (created in Step 20), itmakes sense that we should create splinesfor the bottom, left, and right to complete aquad cage However, there’s no need topatch the region inside the mouth, and thusthere’s no need for a left spline You cancreate one if you like, but it won’t be used.Hence, we simply need splines for the rightand bottom
31 Create two new points as shown in ure 14-41 Select all three points asshown and create a new spline Thiswill be the right side of our quad cage
Fig-318
Figure 14-40
Trang 232 Create two additional points as shown
in Figure 14-42 Then select the points
shown and create a new spline This
will be the bottom of our quad cage
By adding these two splines, we’ve created
the inside boundaries for our face, but we’re
now in violation of Tips 2 and 3 The area
over the nose and cheek is much larger
than the other regions in our cage, and thearea around the jaw consists of more thanfour splines We need to address each ofthese issues
33 Select the existing points under thenose and over the cheek as shown inFigure 14-43 and create a new spline.(If you don’t have the points needed to
Figure 14-41: This small spline defines the corner of the mouth.
Figure 14-42
Trang 3create this spline, you can add them by
selecting each spline and using the
Multiply | Subdivide | Add Points
tool.) This becomes the top spline of a
new quad cage
34 Create two more points as shown inFigure 14-44 Select all of the pointsshown and create a new spline Thisbecomes the right spline in our quadcage
320
Figure 14-43
Figure 14-44
Trang 435 Create two points along the bottom of
the lower lip as shown in Figure 14-45
Select all of the points shown and
cre-ate a new spline This becomes the
bottom spline in our quad cage And
since the profile spline already exists, it
will act as the left spline, completing
the quad cage for this area
We’ve partitioned off the area under thenose and around the cheek, but it wouldn’thurt to break the entire area into smallersections
36 Create a single point at the top of thenostril where it indents and joins thetip of the nose Then select the exist-ing points as shown in Figure 14-46 and
create a new spline.This becomes the top of
a new quad cage.You’ll notice that thisnew spline is not evenlyspaced between thosearound it As a result,
we have created a row region runningover the tip of the noseand down the side ofthe face This narrowregion violates Tip #3,but the tightly spacedpolygons we’ll get bypatching this region arenecessary to properlydefine the muzzleregion of the face
nar-Figure 14-45
Figure 14-46
Trang 537 Create two more points radiating out
from the corner of the mouth as seen in
Figure 14-47 Select all of the points
and create a new spline This becomes
the right side of our quad cage
38 Create two more points below thelower lip as shown in Figure 14-48,then select all of the points in order,and create a new spline This becomesthe bottom spline in our quad cage.Once again, with the profile spline act-ing as the left spline, this completesour quad cage
322
Figure 14-47
Figure 14-48
Trang 6If you haven’t done so recently, now would
be a good time to spin your model and
check for anything that looks out of place It
would also be a good time to save your
model
You can really see the face starting to
take shape! But we still have areas that
consist of more than four splines
(specifically around the jaw and chin areas),
so we must partition these to create a quadcage
Looking at Figure 14-49, we can see thattwo distinct edge loops converge at the jaw
We need to section off the jaw so that each
of these loops can continue along its owndistinct path
Figure 14-49: Two edge loops converge at the jaw, requiring us to divide
the area with a new spline.
Figure 14-50
Trang 739 Create three new points that follow the
jaw line as shown in Figure 14-50
Select each of the highlighted points
shown in the figure and create a new
spline You can see that each loop from
Figure 14-49 now has its own path to
follow
Spin your model and check for anything
that appears to be out of place Looking at
the cage, two things are pretty clear First,we’re almost done with the face And sec-ond, we’re violating Tip #3 Although thejaw now consists of a quad cage (whereeach region is bounded by four separatesplines), the areas to be patched are muchlarger than those around them We’ll finishthe face by partitioning these areas
40 Select the existing points shown in ure 14-51 and create a new spline
Fig-324
Figure 14-51
Figure 14-52
Trang 841 Select the existing points shown in
Fig-ure 14-52 and create a new spline
42 Select the existing points shown in
Fig-ure 14-53 and create a new spline
Zoom out and take a look at your spline
cage, correcting anything that seems out of
place The face is now complete All that
remains is to build splines for the back of
the head and neck, but if you’ve made it this
far, that will be a piece of
cake
We can use the
exist-ing cage as a startexist-ing
point for building the
remaining splines But
with no ending point to
guide us, it’s difficult to
determine where each
spline should go
There-fore, we must develop a
basic framework to help
guide the placement of
each new spline This
framework can be
cre-ated from an outline of
the head and neck
Take a look at Figure 14-54 The headand neck can be broken down into one largequad cage There are distinct top, bottom,left, and right sides At this point, most ofthe left side and part of the top already havesplines in place We simply need to com-plete the remaining splines to form a quadcage around the entire region
Figure 14-53
Figure 14-54
Trang 943 Create three more points at the center
of the head that run over the top
toward the back of the skull Deselect
these points Select the four points
shown in Figure 14-55 and create a
new spline This completes the top
spline in our quad cage
44 Create five more points running downthe back center of the head Select all
of the points shown in Figure 14-56 andcreate a new spline This becomes theright spline in our quad cage
326
Figure 14-55
Figure 14-56
Trang 1045 Create six new points around the neck
running from the back to the front
Then select all of the points as shown
in Figure 14-57 and create a new
spline Make sure that you adjust the
points for this spline in both the Back
and Right viewports to ensure that the
spline forms a semicircular shape This
becomes the bottom spline in our quadcage
46 Create a single point about halfway upthe center of the neck Then select thepoints shown in Figure 14-58 and cre-ate a new spline This becomes the leftspline, completing our quad cage
Figure 14-57
Figure 14-58
Trang 11Having completed the framework, we can
wrap up our spline cage by playing “connect
the dots.” The existing splines on the face
end at an edge loop that runs over the
fore-head, down the side of the fore-head, and under
the chin Each of these splines can be
con-nected to the framework created in Steps
43 through 46 (See Figure 14-59.)
We could build each of
these splines as we’ve
done in the past by
cre-ating “in-between”
points, then selecting
the points in order and
pressing <Ctrl> +
<p> However, our
spline cage has become
fairly complex and this
will make it difficult to
position the in-between
points on the back of the head As a result,we’re going to use a different technique forbuilding these splines
47 Select the two points shown in Figure
14-60 and press <Ctrl> + <p> to
create a new spline
I mentioned at the beginning of this tutorialthat the most basic spline consists of threepoints Two act as endpoints, and the thirdacts as a control point that allows you toadjust the shape We’ve just created atwo-point spline which, if you examinecarefully, is perfectly straight It needs a
third control point to alter its shape.
48 Switch to Polygon Select mode Thespline you just created should be high-
lighted Navigate to the Multiply | Subdivide menu and select the Add Points tool Click on the center of the
spline to add a third point Then use
the Drag tool (<Ctrl> + <t>) to
adjust the shape of the spline Makesure you rotate your object in the Per-spective view to check the shape ofthis new spline (See Figure 14-61.)
328
Figure 14-59: The remaining splines can be
created by connecting those in the face to
those outlining the head and neck.
Figure 14-60
Trang 12You probably noticed that the region we
defined in Steps 47 and 48 has only three
sides (see Figure 14-62) Sometimes, no
matter how hard you try, it’s impossible to
create a quad cage This is one of those
times In circumstances like this, you should
do your best to position the three-sided cage
in a part of the model that will rarely be
seen (as we’ve done here).
49 Continue connecting the dots and ing control points to create four moresplines as shown in Figure 14-63 Besure to check your model in the Per-spective viewport after you shape eachnew spline Remember that the back ofthe head is rounded at the top buttapers as it approaches the neck Yoursplines should reflect this If you feel
add-that you need additionalcontrol points to helpmaintain the shape ofthe splines, feel free tocreate them (I’ve addedextra points to two ofthe splines shown inFigure 14-63.)
Figure 14-61: Add a third point to this spline and adjust its shape using the
Drag tool.
Figure 14-62
Trang 13You’ll notice that we are skipping over the
ears at this point Ears can be created with
splines, but the process of linking them into
a larger spline cage can be tricky As such,
we’re following Tip #1 by using splines to
create the overall form The detailed process
of creating the ears will be covered in the
final section of this chapter using traditional
modeling tools.
At this point, we have another instancewhere two edge loops converge at a largeempty space (See Figure 14-64.) We need
to partition this space just as we did before
so that each loop can continue on its ownpath
330
Figure 14-63
Figure 14-64: Two edge loops converge at the neck, requiring us to divide
it with a new spline.
Trang 1450 Select the two endpoints shown in
Fig-ure 14-65 and create a new spline
Then use the Add Points tool to add a
central control point Use the Drag tool
in the Back viewport to move this point
to the left slightly, creating a subtle arc
in the neck
We have a nearly perfect quad cage, but theback of the head and the neck are com-prised of areas that are much larger thanthe rest of our cage We must not forget Tip
#3! These areas should be divided intosmaller sections so that the same patch set-tings can be used on the entire model
Figure 14-65
Figure 14-66: Keeping Tip #3 in mind, we must section off these large
areas by creating a new spline.
Trang 1551 Select the existing points shown in
Fig-ure 14-66 and create a new spline
running down the back of the head
52 Create the three remaining splines
shown in Figure 14-67 using the
tech-niques you learned earlier
53 The last thing we need to do is sectionoff the neck so that its surface area isnot so large Select the existing pointsshown in Figure 14-68 and create anew spline
332
Figure 14-67
Figure 14-68: Divide the neck area into two halves with this new spline.
Trang 16Spin your model around in the Perspective
viewport and move any points that seem
out of place If you feel that you need more
control over your splines, you can add
points to help adjust their shape When
you’re finished, save a new version of your
model
Before we wrap up this section, there are
two more things we should do
The first is to run a Merge Points
opera-tion on our model As I menopera-tioned earlier,
the number one cause of the “Curves Do
Not Cross” error is splines whose points
are not welded together By running a
Merge Points operation, we can ensure that
any stray points are fused together and
pre-emptively ward off this infamous error
message
Press the <m> key to bring up the
Merge Points window Accept the default
settings and press OK.
The second thing we should do is merge
a few of these splines Take a look at Figure
14-69
The image on the left shows two splinesthat follow the same path from the top ofthe eye to the back of the head At the pointwhere these splines meet, there is a sharpdip This dip isn’t a major problem andwon’t affect our ability to patch this region,but it will have a subtle effect on the overallshape of our model As such, it’s a good idea
to merge these splines together
With the two splines selected, press
<Z> to merge them into a single spline.
The image on the right of Figure 14-69shows the effect of merging these splinestogether Note that the slope is now muchmore gradual
You can continue working through yourspline cage at this point, merging splineswhich, like those mentioned above, followthe same basic path but meet at sharpangles The splines highlighted in Figure14-70 are just a few of the ones I would rec-ommend merging
Figure 14-69
Trang 17Merging splines can be beneficial to the
overall shape of your cage, but it can also
be detrimental if taken too far and can
ulti-mately affect your ability to patch the cage.
For example, merging the profile splines
that run from the front of the head to the
back will cause havoc when you try to patch
your cage As you merge your splines, keep
in mind Tip #2: Build quad cages Try to
keep the top, bottom, left, and right splines
distinct from one another Merging a Top
spline with a right or left spline could have
adverse effects If you find that you are
get-ting erroneous patches (or patches that
don’t fit the area you’re attempting to fill),
try splitting large splines into two or more
parts You can do this by selecting the spline,
then switching to Points mode, selecting the
point where you’d like the split to occur, and
pressing <Ctrl> + <l>.
Note
At this point, I recommend saving your object with a name such as “Generic Spline Head Cage.” One of the great things about modeling with splines is that a basic cage can be used over and over to create similar objects In this case, a variety of head mod- els can be created from this one basic cage.
Congratulations!! Using the tips and tricksoutlined earlier in this chapter, you’ve built
a very complex spline cage This cage is notonly efficient, but it has exceptional flow —one of the most crucial factors of a goodhead model
334
Figure 14-70: Merge these splines to refine their overall shape.