tailieunhanh - Essential Blender- P10

Essential Blender- P10: You may copy and distribute exact replicas of the OpenContent (OC) as you receive it, in any medium, provided that you conspicuously and appropriately publish on each copy an appropriate copyright notice and disclaimer of warranty; keep intact all the notices that refer to this License and to the absence of any warranty; and give any other recipients of the OC a copy of this License along with the OC. | Figure 70 Roughing out the eyes. Once the eyes look fairly smooth use the Level spinner to return to multires Level 8. Then add a level of multires taking you to Level 9. Inflate and draw the general form of your eyelids. Remember to draw them closed a little and not to put the eyelid lines at the seam between the eyeball you ve created and the rest of the head. Continue alternating between smooth and inflate until you re happy with the shape of your eyelid and eye. Figure 72 The eyes with protuberant eyelids. Working in Lowe r Multir es L eve Is We d like you to step back from details for a moment and change some of the larger structure of the head. In particular you need to actually create a mouth and redefine the lower half of the face. While this could be done at the current high level of detail there is an easier faster way. Using the Level spinner on the Multires panel turn the level down to 5. The model is now significantly less detailed showing more general forms. One of the great things about multires modeling is that any changes you make to the mesh on a lower level carry through to the higher levels and vice versa. Even though you didn t shape the level 5 mesh like this it has been pushed and pulled into this state by the actions you ve taken at other levels. If Partial Redraw is enabled disable it now so that the individual faces show. Figure 75 The rougher forms of level 5. With the Grab brush set to a fairly large size 75 or so drag upward on the lower outer rim of the jaw to form the basis of a more pronounced jaw and two upward-facing tusks. Figure 76 The lower jaw pulled out and up. Note At this point your monster head may look significantly different than the one in these examples and that s fine. Sculpting is a very organic process and the odds are that even if we recreated all of the illustrations for this chapter following the exact same process they would be different each time. Depending on the exact topology of your monster head the next set