PART 2: MODELING THE SURFACE
OF THE CORTEX
STEP
7
Making the folds. Using Adobe Illustrator I traced the wrinkles
in each of the 6 views of the brain.

STEP
8
The thick yellow lines represent the wrinkles and the thin
black lines represent a general midpoint between wrinkles. After drawing
these lines I turned them into outline shapes so I could drill them onto
the sides of the brain model. The small red and blue squares are the points
that will make up the final brain mesh.
I saved the red dots, blue dots and lines as separate ceps files. I end
up with 3 ceps files for each of the six
view, giving me a total of 18 CEPS files to import into Modeler :(

STEP
9
I imported the line CEPS files into Modeler and extruded them
so they intersected the brain shape.

STEP
10
I then used the Solid Drill command (on Modeler's Multiply
tab) to Stencil a new surface on the brain shape.

STEP
11
I did the same with each of the 6 sides, and collect the resulting
parts into a layer to serve as a background guide for drawing the wrinkles.
This view shows the results of two of the 6 drill operations

STEP
12
I
repeated this process with the red and blue boxes. Once I had the boxes
drilled onto the surface, I cut them and pasted them in a new layer. I
then use the merge points command with an absolute setting large enough
to merge the little boxes into single points.

STEP
13
OK, now I am ready to start recreating the shape of the brain
cortex. I have the points that will make a nice quad mesh in the foreground
layer and the lines in the background layer to help me figure out how
to connect them.

STEP
14
Selecting four points at a time, I worked my way along the wrinkles making
quad polygons. I then did the same for the surface between the wrinkles.
Building the whole brain this way took a lot of time to finish.

STEP
15
The shape of the cortex recreated as a quad poly cage.

STEP
16
Here I have hiden the outer surface of the brain and selected
the wrinkle polygons.

STEP
17
I use the smooth shift command to extrude the wrinkles into
the brain. Because I had the wrinkles selected I was able to give the
polygons at the bottom of the wrinkles a different surface name.

STEP
18
The shape is now ready to become a smooth sub patch object.

STEP
19
Unfortunately this operation did not produce the ideal shaped
cage for the wrinkles. The openings of the wrinkles were too wide. So,
point by point, I worked my way along each wrinkle closing them up to
get a nice tight seem. Here about half of the wrinkles are done.

The finished
model does not look to pretty in polygon mode...

... but looks
good as a subpatch object.

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