In this lesson, you start adding new divisions in the center of your mesh to shape up the nose and nostrils. As the central element in a character's face, it's important to properly establish the nose's proper edge flow that will eventually link to the forehead, eyes, and mouth.
Whenever possible, try to always use quads (four-sided polygons) and avoid polygons that have five or more sides. Maintaining quad topology results in cleaner geometry, as opposed to polygons of five or more sides, which produce unpredictable results when comes the time to subdivide, texture, or skin your model.
Define the nose:
These will be useful later on.
Define the outer nostrils:
Notice the dotted line from the selected vertex, which indicates the welding order.
This welds both vertices together.
Taking it Further — Refine Nostril Channels
Use the tools and techniques learned in this lesson to create the nostrils. For example, you could chamfer the main nostril vertex into a polygon, and then extrude that polygon using a negative value to shape the nostril cavity.
Select the main nostril vertex. |
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Chamfer it |
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Extrude the resulting polygon. |
vertex coloring to simulate the nostrils.
As an alternative, you can also use a texture or