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Now let’s work on the nose by adding a basic nostril. Select the four polygons (there will be a total of eight selected if you’ve got Symmetry turned on) shown in Figure 14-92. 1. Activate the Smooth Shift tool by pressing <F>. 2. Position your mouse over any of the viewports and click either the left or right mouse button. Make sure you don’t move your mouse when you click! The image at the bottom of Figure 14-92 shows the results of the Smooth Shift operation. 3. Sculpt the nose as shown in Figure 14-93. The points around the tip should be moved outward. The points at the top and bottom of the nostril should be moved up slightly. This will round the outside of the nostril and create a slightly concave shape underneath. Chapter 14 ······················· 348 Figure 14-91: Extend the points at the inside of the eye, then size them down and move them back slightly. Figure 14-92: Select the four polys in the top image, then smooth shift to get the results shown in the bottom image. Looking at our model again, it appears that the skull of our character no longer seems to fit the reference image. Let’s fix that. 1. Select the polygons that make up the top of the head, shown at the top of Figure 14-94. 2. Activate the Stretch tool and position your mouse just above the center of the ear in the Right viewport. 3. Hold down the <Ctrl> key (or use your middle mouse button) and drag your mouse to the right, stretching the head horizontally about 107% or until it more closely fits the background image. Zoom out and take a look at what you’ve done so far. These small changes have made big improvements. In order to make the rest of our changes, however, we’re going to need a serious reduc - tion in polys. ···· Spline Modeling Exercise 2: Modeling a Human Head 349 Figure 14-93: Sculpt the nose region and refine the nostrils. Figure 14-94: Stretch the top of the head slightly so that it more closely matches the reference image. Polygon Reduction So far, we’ve achieved the first goal of head modeling, namely, developing good flow. But the second goal of minimal polygon count is still unmet. You may have noticed as you worked through the steps in the last section that even minor adjustments to the vertices of your model had a serious impact on its overall appearance. Trying to work with this number of polys can be a real nightmare and often makes the detailing process unnecessarily time consuming. In this section we’ll work through the process of reducing the number of polygons, leaving us with an object that is easier to edit. Note Reducing the number of polygons will have a drastic effect on the appearance of our model. Don’t panic when you see that the reduction is making things look worse rather than better. Modeler has several automated polygon reduction tools, but frankly, they don’t work that well. I’ve found that I can get much better results by simply merging key bands of polygons. The primary tool for this is BandGlue, found under the Construct | Reduce | More menu. Click the Maximize button in the top right Perspective viewport to enter full- screen mode. Press the <a> key to fit your model to the viewport. If you spin your model, you will see consecutive bands which, if merged together, would not cause problems to the mesh. Figure 14-95 shows arrows running down the center of several of these bands. Select the two polygons shown on the left of Figure 14-96 and activate the BandGlue tool. The result of this operation can be seen in the image on the right of the figure. Chapter 14 ······················· 350 Figure 14-95: The polygons on either side of these arrows can be merged together to create one new band. Continue running BandGlue on the groups of polygons shown in the next 13 illustrations. ···· Spline Modeling Exercise 2: Modeling a Human Head 351 Figure 14-96: Select the two polygons on the left and run BandGlue to merge them together. The image on the right shows the results. Figure 14-97 Chapter 14 ······················· 352 Figure 14-98 Figure 14-99 ···· Spline Modeling Exercise 2: Modeling a Human Head 353 Figure 14-100 Figure 14-101 Chapter 14 ······················· 354 Figure 14-102 Figure 14-103: Be sure to turn off Symmetry when selecting these polys. ···· Spline Modeling Exercise 2: Modeling a Human Head 355 Figure 14-104 Figure 14-105 Chapter 14 ······················· 356 Figure 14-106 Figure 14-107 The last step is to eliminate the triangles at the top of the head. You should have already turned Symmetry off when selecting the polygons in Figure 14-103. Select the poly - gons shown in the upper-left corner of Figure 14-110. Since there are only four points on the outside perimeter of these two polygons, we can safely merge them into one single quad. Press <Z> to merge the polygons as shown in the upper-right corner of Figure 14-110. Now repeat the process for the two polys on the opposite side of the X axis shown at the bottom of the figure. ···· Spline Modeling Exercise 2: Modeling a Human Head 357 Figure 14-108 Figure 14-109