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Start with a T-spline sphere.
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Select the top faces, rotate, and scale them to create a mouth shape.
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Delete the center-most faces to form an opening.
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Select the faces on the left side of the sphere
and delete them. We only need to model one half of the toad
because later we will duplicate it.
Insert points and extend
T-junctions to add more detail around the mouth. You can then
model the mouth into the shape you want. |
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While modeling the right half it is useful
to see
what the model would look like if it were whole. Select Edit >
Duplicate > Options. Check "Instance" and put a "-1" in the
appropriate box to create a mirror image.
Now the left side will take on the changes we make in the right side.
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Another useful option is the Solid Hulls
display
mode. Select T-Splines > Display Options > Solid
Hulls. In this mode the vertices appear directly on the surface,
which makes it easier to identify which one you'd like to manipulate.
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Continue to insert points and T-junctions to create the shape you want.
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Begin to shape the eye socket. |
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Insert a sphere for the eye and continue modeling around it until it fits nicely. |
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To create the front legs we will use extrusion. Select the face where you want the front legs to originate from. |
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Select T-Splines > Extrude. |
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Select the move tool and move the face to where you want it. |
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Continue to extrude faces to create enough detail
for the bend in the front legs and to give the front legs the correct
length. |
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To create the toes, insert points and extend T-junctions to create more faces to extrude from. |
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Select the smaller faces and then extrude. In this way we can create the toes. |
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For the hind legs we will use the same process as
for the
front legs. Select the face where you want the legs to originate
from. Select T-Splines > Extrude. Move the face to a location you
want and extrude again until you create a full leg. |
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Insert points and extend T-junctions to create more faces for the toes. |
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Extrude these new, smaller faces to create toes. |
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Once you've completed modeling the right side of the toad, select and delete the left half. |
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Next, select the right half and go to the duplicate
options. Change the geometry type from "Instance" to
"Copy". Select "Duplicate". |
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Now we have two halves that need to be merged. To
help with this we can select T-Splines > Display Options > Border
Vertices. This makes the vertices on the border (the ones we will
merge) appear with a box around them. |
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Select four border vertices, two on each half. Select T-Splines>Merge to merge the area between the four vertices. |
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Now we will continue merging along the seam using a
technique called three point merging (described below). To help
with this we can go to T-splines > Display Options > Heads Up
Display. On the upper right corner of the workspace we will be
able to see how many vertices we have selected.
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Now select the one of the vertices that we just
merged (it will appear with a white box around it) and two other
vertices at the opposite end of the interval we want to merge. Select
merge. |
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Continue this process until the right and left halves are merged completely. |
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