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| [Figures
11, 12] The low-resolution ear (left) and the high-resolution ear. |
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The areas of the face that normally require additional work are the
ears (Figures 11 and 12), eyes (Figures 13 and 14), nose and mouth
(Figures 15 and 16). The details range from major reconstruction to the
simple addition of a polygon row to sharpen the area just a small
amount.
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| [Figures
13, 14] The low-resolution eye (left) and the high-resolution eye. |
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| [Figures
15, 16] The low-resolution nose and mouth (left), and the
high-resolution nose and mouth. |
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Cleanup
Once the polygons have been split, sculpted, merged, deleted and
manipulated into the model that is going to be smoothed, certain
cleanup tools should be used. In truth, these tools must be used every
time the model is going to be previewed using the subdivision method
required for the model. These first tools that should be used are merge
vertices and merge multiple edges. These will simplify the
unseen entities that may be creating problems.
To do a final check on the model, you can use the polygon cleanup
tool. You must use this tool carefully. Be sure that the model is
inspected carefully before the results of this tool are accepted; this
tool can cause major problems to otherwise usable models.
Hair
The original sketch had a baseball cap on the head of the
character. This was an attempt to avoid what became a difficult process
of making many layers of NURBS surfaces into hair. Many
computer-generated characters use layers of NURBS surfaces to create
hair. This character was supposed to be a young guy who did not pay
careful attention to hair care, so the hairstyle would have to be
loose.
The real story here is the difference between the hair that was
originally proposed and what finally appeared on the character.