Here you can see the results of using these tools, along with the standard methods so far, to create the belt. Once again the polys are a bit much for such a small element, but we will get back to it later.
After the belt I started work on the legs front axis.
Unfortunately the front of my reference for legs was on the wrong side, but that's OK, as I'l work on that side for the front axis, and then flip it for the second axis. So here is the leg done in the x,y axis.
I have left the main part of the shoe to work from the left view instead as the boot is better with a z depth for reference.
Detaching the leg, flipping it across the x axis and re-attaching it, I then start to move the vertices into the Z axis. Generally having a half cylinder going down the leg, I then work from the left view to start the basics of the boot.
I'll keep the detail very low at this point as I have differing opinions on what I want the final boot to look like. I do, however, know that they have a kick arse steel cap and heel. And that's a good enough base for me :) So I'll start to fill out the complete boot.
Presenting one boot! I'm hoping that you find the jumps in creation alright as otherwise this tutorial would last forever (It's already to be forever!).
If you don't seem to be pulling up results to your liking it is generally a case of practice and study. Look at the characters in games, if you can get wireframe images of other models, or even the models themselves, then you can get a good grasp of what it takes to make up a character. You'd be surprised what a texture can do in place of polygons for example. (especially when bump maps and normal maps can be used)
From here I can continue the leg back up the rear of the leg.
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And there you have it.We are now definitally getting somewhere. And at 848 Polys it's not TOO bad, although I can say quite confidently we'll be taking some of them off. Once again there is no point doing so until we get to the poly culling part.