Why
model the body if the final character
has clothes ?
First
of all it is a good exercise and you
should never miss the opportunity to
go in at the bottom of the things and
because it will be very easy to take
support from the body to model clothing
later, thus giving a true volume to
the character.
Of
course there is no need to make the
body with lots of details, thus the
feet will be very simplified and the
hands will be modeled as gloves.
As
usual use the templates and regulate
the size of displayable textures on
512 pixels in Preferences/Viewport/Configure
Drivers.
As
in the Crash Bandicoot LPM tutorial,
the base of modeling is a cube, the
simplest primitive in 3d...
Apply
"Edit Mesh" and Collapse Stack.
For
the beginning start in left viewport,
extrude one face from the cube, like
show on picture on the left. Repeat
this process and adjust the vertexes.
To
see through mesh, activate the mode
"See Through" in Properties
of the object.
A
short cut can be configured to pass
from one mode to the other, check out
Customize/Custumize User Interface and
"See Through" Toggle
Still
in left viewport, extrude the beginning
of the leg and adjust the vertexes.
With
Cut, insert the edges (left picture)
around whole foot. (rotate the viewport
so you can cut the opposite side of
foot)
Again
add one line for the leg and the heel.
(from both sides)
Unlike
in the tutorial on Crash Bandicoot LPM,
here we will use Meshsmooth smoothing
while modeling on LPM.
That combines the advantages of the
LPM (simple and fast) and the quality
of the smoothing of Meshsmooth.
Add
Meshsmooth modifier.
We will use NURMS mode with an iteration
of 1, its fast and detailed enough for
modeling.
It
should be noted that this technique
of smoothing is universal since you
can find it in most of 3D software FE:
Maya, Softimage, Lightwave or Nendo.
So the LPM mesh will looks the same
in these software after smoothing...
In
the stack, click on Editable Mesh and
activate the button Show End Toggle
Result and go to Vertex mode.
That makes it possible to see the mesh
low definition (LPM) and the subdivided
mesh at the same time.
LPM mesh behaves as a cage of deformation
of the subdivided mesh .However its
one object.
If
you would like to temporarily see only
LPM mesh , just turn of "show end
result" toggle.
In
general when you edit the mesh FE adding
edges, it is more practical to work
with this settings.
When you are creating forms, the subdivided
mode is better.
In
See Through mode , adjust the vertexes
with help of the references on the two
sights.
Finish the adjustments in User View
, use see trough again for so you can
see references easily.
Add
a edge which passes by the medium of
the foot and goes up along the leg.
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Image
of the foot and the beginning of the
leg after adjustment of the vertexes.
It
should be noted that the orientation
of the invisible edges of the faces
is not important and does not influence
the subdivided mesh.
It is affected only by the visible edges.
In
general try to use as much square faces
as possible because that gives best
possible smoothing after subdivision.
Try
to use as few cuts as possible and avoid
faces with more than 4 corners...
The
knee and the thigh are made again with
extrusion and adjustments of vertexes.
You can mirror reference the leg for
better view of it.
The
joint of the leg to the abdomen must
be subdivided well to allow a correct
folding.