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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.
Select a face to start the claw
Extrude the first part of the claw.



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