| Modeling the Legs |
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| Three
basic parts make up the leg. These
are the thigh (upper leg), lower leg,
and foot. Even though the bones of
the pelvic girdle are considered part
of the torso, the muscles of the hip
are usually described along with those
of the leg. |
| The
Bones of the Leg |
 |
Fig.
6-25 The bones of the
leg and feet. |
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| Artists
should be aware of the
key areas where the bones
of the leg are visible
(Figure 6-25). These are
the kneecap, shinbone,
the upper part of the
calf bone (next to the
knee), the lower part
of the calf bone (outer
ankle), and the lower
part of the shin bone
(inner ankle). |
| The
leg bones are somewhat
alike to the arm bones
in that both have one
on top and two at the
bottom as well as similar
joints. By contrast the
leg bones are heavier
and stronger. This is
due to their weight bearing
function and design for
mobility. The leg joints
are not as versatile as
those of the arm. |
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| The
Muscles of the Leg |
 |
Fig.
6-26 The muscles of
the leg. |
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| Unlike
the arms, the leg muscles
are not as well defined
but they give the leg
its total shape (Figure
6-26). The longest muscle
in the body starts at
the side of the hip and
runs in a sweeping arc
to the inner knee. One
can see this curve in
the developed legs of
athletes. |
| In
the side view, the thigh
is rounded in front and
back. The calf of the
lower leg is also round
but the front shinbone
which is mostly exposed
makes the lower front
part of the leg somewhat
flat. |
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| Modeling
the Leg Steps |
 |
Fig.
6-27 Leg Steps 1 to
3. 1). Beveling down
the leg poly- gon. 2).
Slicing across the leg
and shaping it. 3).
Dividing the polygons
and moving points at
and behind the knee. |
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| Step
1 (Figure 6-27). Similarly
to the arm there is no
need to model both legs
at the same time. If you
have not done so already,
split the polygon at the
base of the groin in half.
Select one of these two
polygons and bevel it
all the way down to the
bottom of the foot. |
| Step
2 (Figure 6-27). Cut across
the polygons of the leg
in a horizontal direction.
It is important to slice
through the middle of
the knee as well as above
and below it. Give the
leg its overall shape
by pushing and pulling
points. |
| Step
3 (Figure 6-27). Model
the knee and the back
of that joint. Spend some
more time refining the
shape of the leg. |
| Step
4 (Figure 6-28). Mirror
duplicate the leg and
weld or merge points to
attach it to the other
side of the body. |
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Fig.
6-28 Step 4. The legs after
mirror duplicating. |
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| Modeling
the Foot Steps |
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Fig.
6-29 The foot bones. |
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When
you model the foot it is important
to pay attention to its skeletal
structure (Figure 6-29). Most
of the muscles in the foot are
either between or underneath
the bones. Therefore, their
influence on the shape of the
foot is not as great as that
of the bones. |
| Step
1 (Figure 6-30). Select the
polygons at the front of the
foot and merge them into one. |
| Step
2 (Figure 6-30). Bevel the front
foot polygon forward to where
the toes will begin. Give it
a rough shape. |
| Step
3 (Figure 6-30). Split the front
foot polygon into 5 sections
for the toes. |
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 |
Fig.
6-30 Foot Steps 1 to 9. 1).
Merging the front foot polygon
so it can be beveled out.
2). Beveling the front foot
polygon for- ward. 3). Dividing
the front polygon into 5 sections
for the toes. 4). Beveling
out the toes. 5). Slicing
across the toes to make more
points that can be moved.
Shaping the toes. 6). Starting
the toenail by selecting the
top polygon at the toe tip.
7). Beveling the toe polygon
down and scaling it smaller.
8). Beveling the toe polygon
up and enlarging it. 9). Slicing
across the middle of the toenail
and toe tip. Dividing the
toes across the top to make
them more rounded. |
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| Step
4 (Figure 6-30). Bevel out the toes. |
| Step
5 (Figure 6-30). Slice across the
toes to split them into sections at
the joints and the beginning of the
toenail. Pull and push points to refine
the shape of the toes. |
| Step
6 (Figure 6-30). Begin the toenail
by selecting the top front polygon
of the large toe. |
| Step
7 (Figure 6-30). Bevel the toenail
polygon down and make it somewhat
smaller. |
| Step
8 (Figure 6-30). Bevel the toenail
polygon up and scale it larger. |
| Step
9 (Figure 6-30). Slice across the
middle of the toenail and through
the toe itself. Move points to finish
the toe. Follow the same steps to
make toenails for the other 4 toes.
It is important to also slice across
the top of the toes the same way as
the fingers and thumb. The extra lines
are then used to pull points up in
order to make the toes more round. |
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Fig.
6-31 Step 10. Finalizing
the foot and toes in
the various view windows. |
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| Step
10 (Figure 6-31). Finish
the work on the foot by
improving its shape. You
will most likely have
to split some of the larger
polygons. |
| Step
11 (Figure 6-32). Mirror
duplicate the completed
foot and attach it to
the other leg. Bend the
arms and legs so they
will deform better during
animation. |
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