Page 7 Modeling a Brachiosaurus: The Eye Area

Create a sphere for the eyeball, and place it as shown below.

In the Front viewport set Object Snap to ’Near’ and use the ’Mirror’ command to have an eye on the opposite side of the head.

It is necessary to position the eyes before doing the eyebrows, because the position of the eyeballs will be used as reference for the eyebrow position.

The area around the eyes needs more detail. Insert an isoparm as shown below, don’t forget to make it symmetrical.

NOTE: To insert symmetrical isoparms in a closed surface requires that the seam be located along the plane of symmetry. You can use the ShowEdges command to visually highlight the seam to make sure it is in the right spot.

Select the CV’s shown here:

In the Front viewport, use the command ’Scale1D’ and stretch the CV's from the center of the head and outwards until the eyes no longer can be seen.

The surface that was stretched out needs a bit more tweaking. In the Top viewport, stretch the CV’s so the middle pair of CV’s are the most stretched.

Select the CV’s shown here:

Move these points up a bit to get a more rounded shape from the side view as well.

Select the CV’s shown below, and stretch them but inwards this time. With ’DynamicShadingPerspective’ you can see how much you need to stretch until the eyes become visible.

The areas just below the eyes needs more detail to look more convincing. Insert 3 isoparms:

Select the CV’s as shown below and move them down, so the isoparms follow the lower part of the eyes.

Select the middle of these 3 CV’s, and the ones next to it on each side:

Stretch these outwards, about half the way the upper eyebrows reach. Then tweak with each pair (one on each side) of these CV’s to get a smooth and decent look. If there is some area that seems hard to get smoother, choose the affected CV’s and with the ’Smooth’ command (smooth factor 0.1 recommended), smooth that area out. (Reference file ’brachio5.3dm).