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BOX
MODELING A DINOSAUR IN SILO 1.4
PART TWO OF THREE
We
need to start adding more geometry to refine the basic shape
next.
Select two faces that go around the neck. Use
Select Loop and then Split loop
Do
the same around the chest area
To
start shaping the Dinosaur we can use Soft Selection. This
tool works like a magnet that has a fall off effect. For example,
Points that you teak near the Centrex of the selection are
influenced more than those at the edge. You can adjust the
fall off buy scrolling the mouse wheel. Tweak
the points around the head and neck to get a better shape.
Look
at it from the side, front and back to get the shape right
Keep
changing the falloff and the position of the selection and
slowly tweak the head and neck into shape.
Switch
out of Soft Selection mode when you need to tweak single points.
Do
a loop selection down though the leg. Then
split the loop as shown
DO
more splits where you think you will need more geometry to
get the desired shape for example, the top of the tail
Now,
make sure you are in Area Select mode (selection>Area style
selection) Select
a few faces around the hips as shown Use
Modify>Smooth and see how it evens out the mesh. THis is
called tighten is some programs and is very useful to get
an even mesh.
To
see how the model will look when it is subdivided you can
hit Keyboard C. You
can now see the model in its sub-divided form and go back
and tweak any areas that don't have enough volume or too much. To
go back out of this mode use Keyboard V
Move
around the mesh looking for Points that are not in the right
place and re-position them as needed. Switch
into Sub-divide mode when needed.
Zoom
in on the Foot area Using
the split tool (modify>split) start to make a split around
the toe area. This is going to leave 5 sided and 3 sided polygons.
WHere possible we are going to keep this model to quads.
Tip: The split tool is another tool you will need to be skilled
with. Take some time to practice splitting polygons if needed.
Work
the split around the base of the foot
End
it at the ankle. This will be a triangle but we will correct
this later
Go
back and select the two faces on the right hand side of
the foot
Extrude
these out and down a little. This will become the claw
Extrude
and scale down again,
Now
move onto the next claw and repeat the last few steps.
Switch
between rotate, move and scale to get the desired effect.
It
should end up something like the image below
Now
use Select loop on the faces shown Split
that loop
The
split should go under the foot but not back up the leg.
Tweak
the points to get the correct foot shape. Where
there are Triangles use the Split Tool to connect them up and
reform Quads. Or,
use Connect to run an edge between two points. (Modify>connect)
Adjust
the edges as needed to get the right shape
Keyboard
C to test the sub-Division at this stage (V to return)
Tweak
the shape of the ankle point by point
Move
on up to the arm. We
need to do the same process that we did on the foot and create
two claws Use
split again and divided the hand area in two.