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Creating a Polygon Skin

The next stage in the modeling process is to take your multipatch character skin and convert it to a polygon skin with very few seams. If you carefully lined up your NURBS patches so that they are all tangent, this should be a relatively easy process to complete. The advantage of converting to a polygon model is that you are able to merge many of the patches to a single polygon object that has the same basic structure as your NURBS character. You can then use polygon-modeling techniques to refine and add details to your character’s skin that would be problematic to add on a NURBS skin.

Converting NURBS Patches to a Polygon Skin

Before converting the NURBS patches to polygons, make sure the normals on all the patches are facing outward. Normals facing in opposite directions cause problems with merging the polygons. Do this by selecting all your surfaces and set them to low display resolution by pressing 1, and then display the normals under Display, NURBS Components. Although you can change the size of the normals on a NURBS surface in the Attribute Editor under NURBS Surface Display, this is a bit tedious on a multipatch character. If the normals are too large to see clearly, turn them off and display the Surface Origins instead. The normals direction is displayed by the surface origins as a single blue line that is perpendicular to the NURBS surface. If any patches show the normals as facing inward, choose Edit NURBS, Reverse Surface Direction , and use the appropriate option to reverse the surface. Continue doing this until all the head patches have their blue normal lines facing outward.


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