|Page 5||Modeling a Brachiosaurus: Starting the Head|
To start building a head, begin with nothing else visible: Create a new layer called Body surface, and check Off to make it hidden. Change the body surface to this layer (as was done with the curves on Page 4.). Hide the background in the Right viewport with HideBackgroundBitmap command.
Make a sphere (Sphere command) in the Front viewport about the center of the axis.
To make the sphere more dense, use the RebuildSrf command, and in the Rebuild Surface dialog box use a point count of 12 in both directions. This will give you enough points to squash, manipulate, and reshape the surface by dragging selected CV's.
Rotate the sphere so the left end (seen from the Right viewport) is facing you in the Perspective viewport as shown below.
Make the CVs visible with PtOn and in the Right Viewport. As shown below, select the CVs in the middle and pull them inwards as a start for the basic shape of the mouth. Use DynamicShadingPerspective to see the shading while editing.
To make editing easier, select the CVs shown below, and use HidePt command to hide the selection of CVs. This will reduce the amount of visual clutter on the screen, and reduce the risk of accidentally picking points on the back of the surface when you are trying to pick points in the front.
Select the CVs shown here:
Move the selected points outwards to make the shape of the jaws:
Make the hidden CVs visible again with ShowPt command, select them along with the CVs of the jaws that werent moved, and move them to the left (seen from the Right viewport) so the back of the head becomes shorter relative to the overall shape:
The jaws are wide open, therefore select the CVs highlighted below, and pull them down.
Select the CVs on the lower jaw equivalent to the ones on the upper jaw and move those up. The result (shown below) should be similar to the sample file brachio3.3dm from the CD-ROM.