Ok, when we last left our hero he was still blocking out Larry's main form.
The first thing I did when getting back to it was to shape his legs, which were previously square, into a rounder shape:
Next I turned my attention to the head, which I had extruded out of the neck. I realized his topology was no good however, when I turned subdivs on. At the front in the centre of his face was just one polygon with a lot of other polygons adjacent to it. This causes problems for subdivs, often causing strange creases and the like so I deleted this one polygon and selected the edge loop that surrounded the newly formed hole like so:
Then for the hell of it I deleted most of that too and went back a couple more steps. I wanted to make sure I got the topology right so I deleted all of the front of his head:
Here you can see a couple of ploygons already back in place. I extended the edges one by one and by using the 'vertex weld' tool (more on that later) I attached these newly extended polygons to the edges of the hole until the entire hole was filled in. Here Larry is with his face restored and subdivs turned on:
Now he was nice and smooth but I still didn't think the shape was right. That's not the only part of the model I thought looked wrong. Here is the birdseye view:
His tail looks too thick at the start, his head and neck are too big and his body is too square. Apparently I didn't take any screenshots during this bit but I did a bunch of fairly uninteresting tweaking to get his shape and proportions right. Then I focused my attention back on the head and started to build him a jaw by extending out a few polygons:
And here it is with those polygons moved roughly into place:
Turning subdivs on temporarily is a great way of moving past the technical side of things and seeing if, artistically, the model is working. As of this point, I don't think the jaw was:
I retooled it a bit as well as other parts of Larry's anatomy but, tired of Larry I moved on to sculting the T Rex (I've just finished the basic form of the T-Rex, sans appendages, and I feel ready to go back to Larry).
As usual I started with a cube and then started to move the edges into his basic head shape:
I moved the t rex away from the axis for this, moving him roughly into the position he will be in the final image. This makes it impossible to use the symmetry function however since the T-Rex is not really symmetrical I don't mind, an over reliance on symmetry is a bad thing anyway and so almost straight away I broke the symmetry and started creating the T-Rex's expression. First I moved the top of his snout to the rough angle necessary for his snarl:
Next I moved the top of his head, his eyebrows essentially, to form the basic shape of a frown.
Then I added a few edge loops on the snout so that I would have some polygons with which to form his mouth. I formed 3 more rows of polygons.
I pushed the middle row of polygons back into the snout to form a basic mouth.
Next I added some more polygons no the top at the front of his snout and started forming the shape of his nostrils:
Here you can see that most terrible of things, a triangle!
Fortunately in this instance, since the shape of this part of the nostril actually is triangular, it's not causing any problems.
To form the actual nostril itself I needed some more polygons so I subdivided the left nostril (I had to do them individually as of course I don't have symmetry, it makes many things take longer, but I think it's worth it in this instance). I had to do this manually as the auto subdivision would divided the one polygon into 5 oddly shaped ones for some reason instead of the neat 4 it should give me.
I subdivided it again and then did the same to the other nostril. I pulled in the middle vertex to form the basic shape of his nostrils. Ignore the hole visible in his left nostril, this is merely a graphical glitch caused by my non-professional graphics card which was not designed for this sort of thing. As I think I mentioned after being unable to source the AMD firepro V7900 I wanted at a reasonable price I am waiting until SIGGRAPH (a if not the big computer graphics conference where Pixar first made their fame) when AMD will unveil the full details of their firepro W series. Even if they are still half a year away from release hopefully the announcement should drive down prices of the V7900 to a reasonable level (currently most places are selling it above RRP!).
Next I subdivided the polygons on top of the nostrils so that I could give them their curved shape.
I then decided that I didn't like the look of the nostrils with just one vertex pulled back so I undid that and then subdivided again so that I had 4 polygons I could push back to form the back of each nostril.
I then turned subdivs on. Although I was happier with the shape of the nostril it still wasn't finished and the shape of the mouth and lower jaw were all wrong. I'll go into why turning subdivs on affects the shape so much in my next post.
That's all I'm going to write for now, although I still have 32 pictures to post so there's plenty more to come!