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7. Rounding the
sleeves
Now notice when I
scale that much the shape looks like a square. When the wrist was small it
looked ok, but when blown up to this size it needs more vertices to form a
more round shape. I decide to do 2 more vertices. Note: the more
vertices, the more smooth look. And the slower your game... So use only as
many vertices you have to, a bit of an angled shape will work fine in the
game anyway. I select 2 vertices on the side of the sleeve in side
view, like this:

Then I choose Vertex -> divide edge from the menu
(note: can only be performed with 2 selected vertices). Another vertex
is placed beween the two selcted vertices.

Notice that itis
connected to other vertices as well... I repeat this step on the opposite
2 vertices of the sleeve - and get an error message!

I make sure I have
only selected 2 vertices and try again, but the same thing
happens. Apparently Milkshape sees one of the vertices as 2 or more :-\
That can be fixed though. I select one of the vertices only and weld
it. Vertex -> Weld together from the menu. And do the same with the
other one. Be careful not to have any other vertices selected as that
will mess things up a lot. When I have welded the 2 vertices one by one
I try the vertex -> divide egde once again and this time it
works.

Now I've got 2 more vertices. I move them both around in
the top view to make the sleeve a bit more round. I also move the other 4
sleeve vertices a bit in the top view. I end up with this result:

So now I
do the same with the other arm... select the 4 outer vertices, scale 1.4
four times and create 2 new vertices. You will find it a bit difficult
to work in the side view now as the other arm keeps getting in the way.
What you do is you hide that arm while you work. Get the select tool from
the tool box and set the options to Face, not vertex. Select the entire
arm you want to hide and from the menu choose Edit -> hide selection.
That makes it easier to select the right vertices. When I do the left
arm I have to weld some of the vertices to be able to use the 'divide
edge' command, just like on the other sleeve. Finally I move around the 6
sleeve vertices in top view to finish off the sleeve. I unhide the other
arm (edit -> unhide all) and my mesh looks like this:

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