:o
extrude, then scale until you get the pic below.
Update:
I am sorry for my bad explanation. I have included a short video cut here. It’s bigger than the tiny one below, but shows the whole story. Hope that helps you help me.
Two verts are extruded out from the inner eye and then scaled apart to follow the shape of the eye. Then they are extruded again, and scaled again to follow the eye. This continues to the end, where one last extrusion is done and scaled.
However, the last two verts look like the picture below. The selected ones. And there is a ‘V’ at the outer corner of the eye, but there is no vert there. How can this happen?
The video is called adrianna.
In the picture the yellow verts are extruded one last time and then scaled in. You see this happening in the side view, then all of a sudden the two verts are joined and they have a ‘v’ between them? Drawn in with a graphics prog for illustration here.
Ok, but, there is no vert at the center/point of the
‘V’ at the outside corner of the eye. Just the two verts selected in the picture.
When you scale then hit the upper zero key, it’ll scale it to zero and automatically remove doubles so you will only have one vert left over =)
Also, thank you I didnt know that.
Hessiess: If you just make the edge it will draw it vertically between the two selected verts, not creating that ‘V’ at the outer corner.
Sorry, I probably didnt explain it correctly. And the video takes so long to download. Hmmm, maybe I could cut it and upload just that little piece. But I hate to edit some ones video… ikes…
Ahh, Ok. From looking at the video you linked, it looks like he’s using a Bezier curve, which you can get that kind of effect with, usually not as extreme as in your first example, but that would be my best guess.
Thank you, for looking. I think I will make that video a little longer. He is just extruding it. But using a curve to make that V makes sense, and I hadnt thought of that.
Thank you for downloading the video. Please come back later and look at the longer version?
If you have the subsurf modifier on, and tick that little white circle next to it, th subsurf cage is projected onto the smooth surface. That effect may be what you are seeing in the bendy nature of a straight edge.
Thank you. Very much. I am going to model the eye again tonight and see if I get that illusion with sub turned on.
I never use sub when modeling because it doesnt work in the GE.
So I couldnt wait until tonight, instant gratification and all, and tried it with sub on and smooth. It did make the V in the inner corner where the first plane begins the eye extrusion, but at the outer end It didnt work. I got a little curve but thats it.
I tried the scale to 0 too, thinking it would move the verts together, but it did not. It brought them in about 1 cube away from each other and stopped. Then when I tried to scale again, nothing happened.
Interesting.
So you gurus out there, please tell me the secret?
I would use this method or a variant if I was working on game engine models. He has a very strong technique for forming the basis.
I looked again, and that was the trick on the Adrianna tutorial -Mr. Bomb uses subsurf modifier projection, so the individual edges are really subdivided and curved.
I haven’t gotten to the game engine yet, but I will eventually. Too much in Blender to go through - very deep program.