We're going to create a sphere eyeball and position it into the scene. We will use this as a base shape to create our eye patch around. So, the first thing we'll do is hide our symmetry. Then let's create that spline, and in our front view, let's just zoom out and position it. So, I'll grab our object tool, our move tool, and we'll turn snapping off, and we'll just move this into position. We'll scale it down. Now, I know from my work with this model, that I can actually jump into the attributes manager and set its size to eight centimeters.
I only know this because this is what has worked for the model so far, but in case you are wondering or working with your own template, it's because you always want to have a bit of an edge between the edge of your eyelid and your eyeball. You know, without that edge our eyes would just pop right out of our head, so there's always going to be sort of a lip there, and you would definitely see it later when we start projecting our spline across the eyes, that it's going to project way too far across the surface of the eye ball and give us a very unrealistic result. And then we're going to be sure to go into our side view, and position it, as well.
So, now that we've got our eye positioned, the next thing we're going to do is change the display, of our eye object. So, we'll select the sphere, and in our Basic tab, we'll just turn on X ray. This is going to allows us to see through our eye while we're creating our eye patch. It's actually a really handy technique. I actually spend a lot of time toggling on and off X ray while I work creating character models, and the last thing we'll do is a bit of house cleaning. So, we're just going to double click and rename the sphere Eye, and we're going to create a null object. We'll double click and rename it Patches.
And let's just drag that Patches into the master symmetry, and then we're going to drag the head and the eye into that symmetry. The reason we do this is because the symmetry is only going to affect the uppermost objects that are in its hierarchy, and by dropping all of these objects into the null object, they're both going to be symmetried simultaneously. So, you can see if I un-hide the symmetry, we've got our eye and our face, duplicated. So, we'll go ahead and hide our symmetry again, and then we'll set our visibility settings to green for the eye, so it is, so it ignores the invisibility setting for the master symmetry, and now that we've got that set up, we're ready to create a spline that's going to be the starting point for our eye patch.
- Setting up templates in the viewport
- Creating the proxy model
- Modeling facial features with NURBs patches
- Stitching the elements together
- Creating the torso
- Extruding the arms, legs, hands, and feet
- Setting up the UVs
- Mirroring polygons and UVs