For the coat I will be making the legs as seperate entites underneath the coat. Editable Poly does not allow certain conditions with polygons, such as an edge being extruded, or shift / moved within other poly groups. Editable Mesh, however, does allow these conditions if you feel you need to use it. In this case, I plan to just make them seperate elements.
In so doing I have decided to focus on the belt, and then create the legs. The lower cloak will be last as it covers all of these and would get in the way if we create it too soon.
Which brings us to some new tools. Extrude and Bevel. To best exemplify this have a look at the following. You can change how the tool effects your polys (group, Local normal or polygon) by pressing the button next to each tool in the modifier panel. Or to do it visually (with the method that is selected) click on the tool and use the viewport directly. I used bevel (with Local Normal selected) to start shaping out the belt.
NB: when you extrude a polygon note that every side has a polygon. In this case we do not need the back poly (as this will lead into the back of our character, so delete that poly now before you forget it and the same for the one at the front (centre) poly.
Another two tools I use a lot include Chamfer and Inset. Chamfer splits an edge/poly/Border etc and creates more polys in doing so. Inset works with polygons in order to make a duplicate polygon, inside the one selected. Both of these tools are shown in action here. I used inset to select the buckle area after I had chamfered the corner vertices and joined the vertices to clean it up. |