Advanced Techniques

Edge Loop
Edge Ring
4-Sided Polygons
Orthogonal View
Drag Selecting

Step 01

Select faces. Right click and select inset.

Step 02

Inset faces to the desired size.

Step 03

Move faces normal.

Step 04

Inset faces again.

Step 05

Move faces normal.

Step 06

Select the two edges.

Step 07

Press L to make an edge loop. Notice any edge could have been selected on the edge loop to create an edge loop.

Step 08

The edge loop is created when all the edges meet at one point along the whole ring. Each vertice is at its own “4 way intersection” along the edge loop.

Step 09

With the edge loop still selected. Right click and select bevel.

Step 10

Connect 5 sided polygon areas to make them 4 sided polygon. Right click and select Cut. Select 2.

Step 11

Right Click and select Connect or Press C.

Step 12

Now the 5 sided polygon(or N-Gon) is two 4 sided polygons(or quads)

Step 13

Select edge.

Step 14

Select edge ring by pressing G. Notice the edge ring breaks where the 4 side polygons end. It also works with some 3 sided polygons.

Step 15

Select connect or press C.

Step 16

Connect vertices to make two 4 sided polygons from a 5 sided polygon.

Step 17

The reason to make 4 sided polygons from 5 is for better manipulation when smoothing polygons and also to prevent poles that can make a model look bad.

Step 18

Notice the pole made when the model is smoothed.

Step 19

Look at the break in the polygon when the shaded mode(not smooth shaded) is on.

Step 20

Select the two edges and then press G.

Step 21

Connect the two vertices. This makes two 4 sided polygons.

Step 22

Notice the difference in the before and after.

Step 23

Right now you are in a perspective view.

Step 24

To look in orthogonal view press O or the triangle icon in the lower right hand cornder of the screen.

Step 25

Select the faces by first pressing F.Then move the mouse above the model hold the left mouse button and drag. Every face both front and back(not seen) that has was within the drag selection will become selected.

Step 26

Make sure all the faces are selected to make the model be split directly in half. This is why all the facial features were centered on the X axis in the beginning.

Step 27

Right click and select dissolve.

Step 28

Half the face is gone. (It will return).

Step 29

Extrude a face from the head.

Step 30

Rotate the face on the X axis.

Step 31

Extrude, then scale uniform.

Step 32

Extrude Y.

Step 33

With face still selected. Right click and select collapse.

Step 34

Notice the face has collapsed so that each of its 4 vertices now meet at one point.

Step 35

Select face.

Step 36

Select mirror.

Step 37

Both sides now have the horn. Using the mirror technique can save much time in modelling.

Step 38

Using smooth preview periodically can help to understand how the model would look as a high polygon model or also called a hi-poly model.

Modelling Don'ts

Inside Out

A model is made up of polygons. Select W and the model will be in wireframe mode. The model looks more like a cage or a mesh.

If a face is moved until it pulls the mesh “inside out”, this can make modelling(especially smoothing), mapping, and texturing very difficult.

Multple Primitives

Only use multiple primitives when it is neccessary. Using one primitive and building from that is preferred in most cases.

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