Modeling a 3D orc with Lightwave 3D

Chapter 6 - Join the pieces

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Bevel out the upper head 1 time and stretch the "uglypoly" to fit the BP, then delete it (pay attention there's another polygon, created by the bevel, to delete to avoid future problems with mirroring).

Beveling out the upper head

Now we need some optizimization, cause the polycount it's a little high: let's optimize the mesh as show on images, then create the remaining polygons to complete the upper head.

Optimizing upper head polygons

Ok, ok, i know the upper head really sucks after that optimization...but it was necessary...how to solve it? With a powerful Lightwave tool, Spin Quads. I mapped it in my keyword with F5 key, cause probably it hasn't a shortcut, or probably i didn't like it :)

The incorrect upper head polygons

Argh...at least we did it, we have our basic half-head orc. Now we'll begin the most funny part, where we forget the BP and focus completely on the model and on our sensations to it; this is what you get now with the usual simmetry check.

The completed base-head with Metaform activated

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]