| Modeling
Feet with Subdivision Surfaces By Rich Suchy |
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Part
1
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Introduction:
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Getting Started:
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Use the Sole of the Foot as a Foundation: Model with a thought to Minimalism and Subdivision (or Metanurbs). Subdivision smooths out the geometry as it splits surfaces once or more. You want to use as little geometry as you need to to define the character of the surfaces you will model. This model will serve as a general type of foot, without geometry wrinkles. A more specific model, complete with wrinkles, can be built in with later modification if need be. The bottom of the foot proves to be a good place to start for two reasons. It is relatively flat and easy to work with. Also, you will more easily see how to arrange your quadrangles to prepare for smooth-shifting out toes later. |
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Mold
the Sole of the Foot: Choose
points from the top view and drag them in the y axis to conform to the
shape of the bottom of the foot. Between each toe I have a triangle shaped
quadrangle. Its forward edge is split with another point. This middle
pointwill go miles towards shaping the ball odf the foot as it indents
towards between the toes. Grap those between toe points and raise them
in the y axis apropriately. |
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Now
we add Sides to the foot, one row at a time. Plot points around the foot
in the z axis, and somewhat higher than the sole in the y axis. create
quads from these in a row around the sole of the foot. Edit them into
place using your background sketches to guide you. |
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See
How it's Coming Along: Checking
our model in subdivisions again shows how much we've added to our model.When you are finished with one row of Quadrangles, begin another. You will notice I left the toe area alone. After the second row is done, I'll switch out the bottom foot background image for an image of the top of the foot. I'll need it for placement of the tendons and first knuckle of the toes. |
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