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Patch 2A A quick way to generate an enclosed circular patch structure is to start with a cylinder, delete the faces on both ends, and flatten it We ll do that here:
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Create a polygonal cylinder (Create | Polygon Primitives | Cylinder) and set the Subdivisions Axis attribute to 8 and the Subdivisions Caps to 0 Select the face at the top of the cylinder and scale it down to about half its original size and delete it Then select the face on the bottom and delete that one as well In the Channel Box, set the Scale Y attribute of the cylinder to 0 This flattens it Set the Rotate X attribute to 90 so that the patch is facing forward Choose Modify | Freeze Transformations to zero out the transformations This shape is now ready to be used for the initial eye patch Figure 4-8(a d) shows the process of creating this patch from a cylinder
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FIGURE 4-8 An enclosed, eight-sided circular patch is created by flattening a cylinder and deleting the end caps This shape can be used as the basis for many models with circular, looping topologies
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Since the mouth patch will be started from a circular loop such as the one
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we created here, you may wish to duplicate our eye patch and use the duplicate later for the mouth FIGURE 4-9 The eye patch is placed and sculpted so that the inside bound lies around the eyelid and the outer bounds lie around the eye socket
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In the Front view, move the patch up and center it around the eyeball Scale it up a bit and then start aligning the vertices to the inner and outer bounds of the eye Again, use Figure 4-7 for reference Obviously, our face is not flat Both of the inner and outer bounds of our eye patch need to curve around the eyeball This means that we can align the patch to the front-most part of the eyeball and then start moving the vertices on the sides of the patch backward in Z to start rounding out the shape Once you have the vertices placed correctly from the Front view, switch to the Side view and move them back Be sure to constrain all of your translations to the Z axis by clicking and dragging the blue arrow of the manipulator Figure 4-9 shows the eye patch after it has been placed and sculpted according to the shape of the eye
Patch 2B The second patch in the eye area will define the brow area along the top of the eye and the upper cheekbone around the bottom The lower corner of this patch should be placed at the top of the nostril We create this patch by extruding six of the edges from the existing eye patch:
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Select the six edges along the outer boundary of Patch 2A that define the top, bottom, and side of the eye, leaving out the two edges near the nose Choose Edit Mesh | Extrude, use the button in your custom shelf, or use a hot key to execute the Extrude command When the manipulator appears, click and drag the green arrow outward to extrude the edges out along their Local Translate Y attribute Since you will be placing each vertex individually, you need to extrude them out only just enough so that the edges are separated from the original selection Check and make sure that these extruded edges are connected If you see that they are not, undo back to before the extrude and make sure that the Keep Faces Together option is enabled (Edit Mesh | Keep Faces Together)
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