Modeling Legs(part II)

31.Next, we will use Maya Artisan to sculpt the detail of the leg. Make sure the leg is selected, go to Edit Surfaces, Sculpt Surface Tool. Hold down b key and MMB to adjust the brush radius, m key and MMB to adjust the max displacement and start sculpting the surface. Keep your finger near to z key to get ready for undo. (Figure 32)

(Figure 32)

32.When it is done use the same method of creating fillet blend for the eyes to create fillet blend for the leg and torso. (Figure 33)

(Figure 33)

33.We will use the same method to create fore limb for the dragon. (Figure 34)

(Figure 34)

34.Well, we still need toes and fingers to complete the dragon. The toe can be done by using the same technique as horn and teeth, which is revolving from curve. You can use CV pulling or Artisan to sculpt it into the shape you wants. (Figure 35)

(Figure 35)

35.Basically, the fingers are just the same model as toe. From the first toe I had made, I duplicate it, scale it, rotate it and pull the CVs into the shape of finger and place them on to their positions. Instead of fillet blend so many fingers and toes, I decided to use texture transparency to blend the surface. This will help to save up a lot of time. So what I do is to make sure the fingers is intersect properly on to the palm. (Figure 36)

(Figure 36)

36.Finally, we have completed the entire model. We can now mirror it to form a complete dragon. Do you still remember in the early part, we had mirrored the head and jaw of dragon and stitched them together. We will now apply the same technique to the body. Group all the part you want to mirror and name it as body. Go to Window, Hypergraph to call up hypergraph window. Select the body group from hypergraph and mirror it to form a complete model. The modeling of the dragon is thus completed. (Figure 37)

(Figure 37)