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Get a thorough overview of techniques for creating characters for video games or real-time rendered applications. Author Chris Reilly covers low-poly modeling, texturing and animation, using 3D model and texture assets created in Maya and Adobe Photoshop. The course also includes an overview of Unity 3, including importing characters and making interactive animations with the Script Editor.
Let's start off modeling our character, Doug the bug, by looking at the face. So we'll just look at the front of the head here, so the eyes, nose, and mouth area. You can see the overall shape of the head is really close to a sphere. So it really makes sense to start off with a polygonal sphere primitive and just work from there. I'm going to switch to the Top viewport here, go up to Create > Polygon Primitives > Sphere, and just click- and-drag a sphere more or less over the reference image.
I'll switch to the Front view and I just need to drag this up again to line up with the reference image. Now one thing I'll notice is that the number of polygons here is pretty high compared to what I'm going to need for the face. So I can adjust the number of polygons in my sphere by going to the Channel Box and clicking on this polySphere1 input. Right now these are both set to 20 Subdivisions on the Height and the Axis.
I'm going to change this to 12 Axis Subdivisions and 8 Height Subdivisions. So that's going to reduce the number of polygons in our facial area, but still give us enough to work with to flesh out the important geometry. Now since we're going to be using some of those symmetry techniques we talked about in an earlier chapter, I can actually go ahead and just delete this half of the sphere. So I'm just going to switch to Face component mode, just click-and-drag, and delete that whole half of the sphere.
Also, from the Side viewport, I'm going to delete the whole back of the sphere as well. Since the back of the head has some other details like the antenna and the ears, we'll come back to that in a later chapter and kind of give that some more attention. So I'll delete all those, select my quadrant of the sphere at this point, and then I'll just kind of align that a little bit more closely. One thing I can do in the viewport is to switch the Shading to X-Ray mode and that will let me see both the geometry and the reference image at the same time. So that's really helpful.
I'll do the same thing in the Front viewport. So if we look from the front, I can see that the edge of the sphere is slightly off from the Y axis. Since we're going to be mirroring this later on, we want to maintain a really consistent axis of symmetry that's right along that Y axis. That's going to make mirroring the two halves of the geometry much easier later on down the line. So what I can do at this point is just hold down the X key and that's going to snap to the grid lines.
So as I move this half of the sphere, you can see it's snapping to each one of those gridlines, and I'll just snap it right to the Y axis gridline. That'll make mirroring really easy later on. Okay, so let's take a look at the nose. So you can see the nose in the reference image is kind of this inverted triangle shape. What I would need to do to this rectangular face here to flesh out the nose is to actually split that face, so I can get sort of a triangular shape for the base of the nose. Before I do that, I'm just going to switch to Vertex mode, just move these down a little bit to align more closely with the mouth.
So I'll switch back to Face mode and I'll split that face over the nose using the Split Polygon tool. So I'm going to Edit Mesh > Split Polygon tool, and I will just click down here at the base of the nose, and up at the top. That looks good. I hit Enter to finalize and split that face. So I'm right-clicking to switch back to Face mode and I can select that face and extrude it to form the nose. So it's going to be a lot easier to do that from the Side view, so let's switch to the Side view, just zoom- in a little bit here. Okay.
So I'll extrude that face, and I'll take it out, and I want to scale it down to form the tip there. I'm just going to click this local world coordinate handle to switch to world coordinates. That way, I can move it relative to the world axes. That looks pretty good. Let's take a look in Perspective view. Yeah, pretty good.
So one last step for the nose, we just want to make sure that we delete that face. Since the axis of symmetry is going to run along the middle of the head, along the middle of the nose, so we want to move those edges also to line up with the Y axis. So I'm selecting those three edges along the nose, and I'm going to use the Move tool to snap these right to that Y axis, and I just want to make sure under my tools settings that this Retain component spacing is unchecked.
So I'll hold down X in the Front viewport and just click and move that over, and it's going to snap all those edges right to the Y axis. That's going to maintain our axis of symmetry. I probably want to move that vertex over to keep the nose nice and pointy. Okay. So we've got the main shape of the face and the nose fleshed out. In the next couple of videos, we'll tackle the eyes and the mouth.
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