Afterwards, it is time to pull out all the vertices on the basis of topology lines on the face, so that we give the character some depth. . Also, in order to see the comparison, the mesh needs to be set to be transparent or just easily clicking Alt and X. By combining both front viewport and left viewport, I finally get the following mesh.
Use the Symmetry modifier to mirror the right side of the face, and apply Tubosmooth to make the skin look smoother.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjWYrpnpE1P7EJDdCDMN4HpJTIWUbm-gr7yy56To0iIFc9an7BJoeKYKCJWYUMsrOV8i_QfyhlLHuj33IQ8DwWdR15W_NPqI_WVjwHTsTNUc0-4_C-Wz48PEc8iLRh1m009eSvLqNMk7GbT/s400/pullout2.jpg)
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