| home / experts / 3d / lesson52 |
|
|
The ridge of the nose is sharp, so what will it cost to flatten it out? Exactly four triangles--bringing our face count up to 102 triangles. Can you find the additional triangles. If you only find three, it's because I didn't draw the necessary diagonal across the quad on the nose. As this edge would not (unfortunately) add any additional detail, I left it out so that the geometry of the nose is more readable. ![]() ![]() ![]() If we divide the two edges running through the eye areas, and connect the points up, we can now punch in the central points to create eye sockets. This is a big improvement for only four additional triangles. Total: 120 triangles. ![]() This is pretty good for a very angular face, but with a little further reorganization, we can create a rounder, perhaps more feminine look. At the net cost of two additional triangles, we trade definition at the chin for more on the cheeks. ![]() The final model is therefore 122 triangles. But looking at it in this flat-shaded, wireframe form is misleading. If the model is intended for real-time use, such as in a game, we need to see it smooth-shaded in its true environment. A good quick test is to export it to VRML (yes, Nendo does this) and look at it in Cosmo Player. A touch of vertex color in the lips and eyes (Nendo can do this, too) helps. ![]() This model has all the geometry it needs. With a custom texture map to paint the features, it'll look great. |
| To Return to Parts 1 and 2, Use Arrow Buttons |
|
Created: Oct. 27, 1998
Revised: Oct. 27, 1998
URL: http://webreference.com/3d/lesson52/part3.html