- Went over Quads vs Triangles
- Demonstration on making a head
100 - 145 PM
- Opened ogre_symmetry.c4d
- Figured out the symmetry tool and used it
- Connected the two halves by using a null object, but it was pointed out to me that when it is in HyperNurbs it behaves awkwardly
- So I saved it into today's folder as ogre_connectfault.c4d closed it and reopened ogre_symmetry.c4d
- Used the symmetry tool separated it just enough then connected the two and bridged them
- The file is saved as ogre_symmetry2.c4d
- Starting to create legs, then I'll move onto the head
- Created the left leg (foot not attached)
145 - 200 PM - BREAK
200 - 302 PM
- Used the symmetry tool and positioned the legs
- Connected them
- It was was tricky bridging the crotch, I had no choice but to allow triangles to be made when bridging but afterwards I went back and deleted segments. Using the close polygon tool I was able to make quads and eliminate triangles
- I also closed any open polygons with the exception of the ankles where I plan to add feet, but at the moment I plan on doing the head first and bridging that onto the body. I'll have to do that this weekend.
Hw:
- Render out walk cycle
- Create edge loops on ogre
- Make the head for the ogre
- Go through the character design chart and flesh out character that way
- Scan sketches in and set up character (optional)
- Make feet for ogre (optional)
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