Modeling a 3D orc with Lightwave 3D

Chapter 5 - Ear modeling

page 2 of 3

Bandsaw with 2 divisions the outer shape of the ear to add detail.

The orc ear

Pulling inside polygons to create the ear cavity then tweak lobe vertexes to give it a more natural look.

Pulling inside polygons to create the ear cavity

Adjust the point of the ear to get a sharper look.

Adjusting the point of the ear

Now add geometry to the upper pavilion using Bandsaw with 2 divisions then tweak these polygons as shown on the images.

Adding geometry to the upper pavilion

Let's start with the ear canal, select polygons as shown on image and give them a new surface "ear_canal", then begin to add geometry via Smooth Shift tool.

The new 'ear_canal' surface

Continue with Smooth Shift to create all the canal (it's not very clear to explain with images, i try with top and perspective view).

The ear canal on top view

Add more geometry to the pavilion, Bandsaw with 2 divisions and move it to define the vertical fold.

Add more geometry via Bandsaw

Other Chapters

- Orc blueprint setting - [1] - Nose modeling - [1] [2] [3] - Mouth modeling - [1] [2] [3] - Eye modeling - [1] [2] [3] [4] - Ear modeling - [1] [2] [3] - Join the pieces - [1] [2] [3] - Teeth modeling - [1] [2] [3] - UV Mapping - [1] [2] [3] [4] [5] - Adding detail - [1]