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BOX
MODELING A DINOSAUR IN SILO 1.4
PART THREE
Extrude
again to finish the claw
Tweak
the face to get the correct shape. If you have created Triangles
use the split and connect method to get them back to quads
where possible.
Use
the select loop and split loop method to add some splits up
the arm
Run
a split up the center of the arm and across the creatures
back to help give more form to the limb
Run
another split around the lower neck
and
one around the chest
One
around the snout
Add
a split loop where the mouth will be
Select
the face near the front of the snout to create the nostril Extrude
it out and scale it down slightly
Extrude
it twice more and indent the last one giving the nostril a
rim.
Use
the same process for the eye.
Indent
using Extrude
Run
a split around the head
and
one through the nostril
and
one through the eye vertically
Now
slowly tweak each point so that it rounds off the eye and
nostril area as shown.
Tip: This may take time. Don't rush this part as point tweaking
can make all the difference to your model
Split
the mouth area again
To
get more geometry around the body and head add a split all
the way around
Again,
in Vertex (point) mode tweak each point until the form looks
correct.
Keep
testing the Sub-divided model with C and V
To
help sculpt the eye area create an eyeball from a sphere Right
click, create>sphere
Using
Move, (W) place the eye into the socket
Rotate
it to suit
Use
C to subdivide the main mesh Use
Subdivision>Refine control mesh. This permanently subdivides
the mesh once: giving 4 times the polygon count and lots more
geometry to work with for the next few detail stages
The
result will be something like this
Now
use Soft Selection in Point mode to adjust the mesh where needed. Use
the mouse wheel to adjust the fall off. Push
and pull the geometry to suit
Work
over the whole model getting the overall shape just right.
Where
you wish to add muscle detail, select lines of edges as shown
and indent them to give a crease effect.
Adjust
polygons in key areas to give the creature some personality
in this case...mean!
To
detail the eye more add a loop around the entire eye Indent
some edges to give a lower lid effect
As
shown
In
Object mode select the instance half of the model and delete
it Use
mirror (Modify>mirror) to create a full mesh again. Mirror
the eyeball mesh