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Half the work<br />
Make sure to use the<br />
Symmetry function as<br />
much as possible to cut<br />
your workload in half.<br />
Always have a centre<br />
polygon edge. If you find<br />
that it is not working<br />
properly, you can either<br />
delete half and use<br />
Duplicate/Mirror or use<br />
the Geometry/Symmetry<br />
tool to get it working again.<br />
Adding costume details<br />
The Frazetta style<br />
10 Exaggerate the muscles<br />
The Frazetta-like design influence I am attempting has<br />
exaggerated shoulders, rounded muscles and narrow joints.<br />
The deltoid muscle is larger than others, including the<br />
pectorals, giving the body a nice taper. The back latissimus<br />
and trapezius are large too. Adding crude costume detail<br />
and brutal weapons helps to complete the look j.<br />
j Using the sculpting tools<br />
beyond Vertex, Edge and<br />
Face Selection really helps to<br />
create organic forms<br />
k Once in place, edit the face<br />
geometry to make sure the<br />
eye spheres look natural<br />
with their poles near the<br />
centre of each opening<br />
l The feathers are made at<br />
the origin from a flat oval<br />
shape, with 35 instances as<br />
positions out the back<br />
j<br />
11 Eyes and hair<br />
The eyes are spheres, with their poles along the Z axis. A<br />
ponytail is a short bevel from the back of the head, the<br />
bevelled faces shaped into a circle, then bevelled straight<br />
back a few feet. The length is then loop split so that the<br />
polygons do not become long rectangles k.<br />
84<br />
k<br />
12 Create the headdress<br />
The bird skull originates from a cube, with two segments on<br />
the X axis, that’s subdivided once. Next two lower front<br />
faces are bevelled out for the beak, then the side face<br />
bevelled inward for the eye sockets. Finally the edges at the<br />
bottom, beak base and eyeholes are slightly bevelled before<br />
being subdivided again and finer details applied l.<br />
m<br />
m The Slice tool is used to cut<br />
the boot where straps would<br />
be on the wrapped leather.<br />
The edges are bevelled for<br />
thickness and finally the<br />
leather in between is<br />
bevelled out to folds<br />
n The shield is made from a<br />
sphere end pole and a few<br />
poly rows, which have been<br />
flattened slightly. Detail is<br />
added afterwards<br />
n<br />
l<br />
13 Fitted details<br />
The quickest way to add details such as belts, straps, boots,<br />
etc, is to either duplicate the base geometry and scale it out<br />
and modify, or just build an edge that defines the details.<br />
The final step is to remove any geometry not seen (eg feet)<br />
and to merge all the elements m.<br />
14 Weapons and<br />
small details<br />
Additional belts and a<br />
necklace are added, first by<br />
duplicating a polygon loop<br />
from the area, editing and<br />
finally using Thicken<br />
Polygon to create some<br />
volume. Necklace claws,<br />
armband spikes and a round<br />
belt buckle are added to the<br />
model. I also included<br />
several smaller buckles and<br />
detail shapes to the belt.<br />
This is a chance for you to<br />
get creative n.