Getting started on meshing - part I

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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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