2010

Table Of Contents
NOTE It might be easier to push or pull the lips with the Ref. Vector set to
Z Axis. This moves the region you stroke in the world Z-Axis direction. The
default Normal setting moves the region in a direction normal (perpendicular)
to the surface. Because the normal direction on a lip might be up, down, or
straight out, depending on the part of the lip you stroke, theres more
possibility of undesired results when you use the Normal setting.
Sculpting other facial features
You can now optionally add other facial features. Consider these tips:
For facial features such as the chin, cheeks, and forehead, use a Radius(U)
larger than 1 and start with a Maximum Displacement between 0.5 and
1.
Insert isoparms wherever you want to add extra detail with the Sculpt
Geometry Tool.
To create eyeballs for the sockets, create a sphere and scale it as necessary
to fit the socket. You might want to increase the eyeballs Scale X value to
make it oblong. To duplicate the eyeball, and make a mirrored copy of the
original youll first need to set the pivot point for the eyeball to be at the
origin 0, 0, 0 using the following steps. With the sphere selected, press the
Insert (Windows and Linux) or Home (Mac OS X) key so that the spheres
pivot point is displayed. Next move the pivot point to the origin using the
X hotkey so that the pivot snaps to the grid at 0, 0, 0. Select Insert (Home)
to turn off the pivot point display. Finally, use Edit > Duplicate Special >
and set the Scale setting to -1, 1, 1. This makes the new eyeball a
mirrored duplicate of the original on the opposite side of Eggheads face.
Position the eyeballs in the sockets. Parent the eyeballs to Egghead.
Sculpting other facial features | 169