Chapter 3: Modeling: Tutorial: The Brood Warrior: part 2 Step 7 The geometry for the head needs to be extruded. Select the face on the front of the carapace and extrude it away from the body. Do this one more time with the face still selected. We also need to create geometry to make the front of the head bluntly rounded. Create the subdivisions shown in Figure 3.78 using the Split Polygon Tool. ***See figure mg.79.3.headSplits.jpg Ð Figure 3.78: Splits in the head geometry Using the newly created geometry, refine it to be in the shape of the head. ***See figure mg.80.3.brood7.jpg Ð Figure 3.79: Modeling the Brood Warrior Ð Step 7 Step 8 Now, remove some of the unnecessary body geometry. If geometry doesnÕt define important shape or enable animation, you need to get rid of it. Figure 3.80 details the components that we can get rid of. Keep this in mind as you are creating your own models. Frequent geometry cleaning can make a model much easier to work with. ***See figure mg.81.3.collapseMerge.jpg Ð Figure 3.80: Components to collapse and merge ***See figure mg.82.3.brood8.jpg Ð Figure 3.81: Modeling the Brood Warrior Ð Step 8 Step 9 Now, start to model the lower claws. On a complex model like this that is also symmetrical, its perfectly feasible to model one portion of the model and then mirror it to the other side. In this case, model the right hand side. Right off the bat we«ll define the shoulder. Select the indicated face and extrude it as shown. To aid in the following extrusions, scale the extrusion in Z using the blue square manipulator until the face is completely flat. ***See figure mg.83.3.faceAndScaled.jpg Ð Figure 3.82: Extrusion for the lower claw shoulder In the side view, create extrusions to define the rest of the claw as depicted in the source art. DonÕt worry too much about the exact shape, the geometry can be modified to more closely resemble the source art later. ***See figure mg.102.3.lowerClawSource.jpg Ð Figure 3.83: Extrusions for the fore-claws When finished, perform an Edit Polygons]Collapse on the final face to form the point of the claw. The bottom of the claw should be an edge. Select the indicated components and collapse them to create the edge and get rid of unnecessary geometry. ***See figure mg.84.3.componentsCollapse.jpg Ð Figure 3.84: Components to collapse and merge Once the geometry is at the point where you like the surface, modify the shape until youÕre happy with it ***See figure mg.85.3.brood9.jpg Ð Figure 3.85: Modeling the Brood Warrior Ð Step 9 Step 10 The only thing lacking on the lower claws is enough shape and definition to the shoulder region. Select the outer shoulder face and subdivide it in the same fashion that we subdivided the back spikes. Use the created geometry to further flesh out the shoulder. ***See figure mg.86.3.brood10.jpg Ð Figure 3.86: Modeling the Brood Warrior Ð Step 10