Next
up is the fingers. Use an
8 sided cylinder with 5 segments
for each finger. Extrude the
two polygons where the nails
are out a couple units. Build
the hand like on the image
below. Use the same tecnique
on the backside of the hand.
Copy
one of the fingers (shift-dragging
the polygons and alighn it
to the thumb. Explaining the
process of building the polygons
around it will be hard so
you'll have to set with these
images. The Thumb is marked
in red, seen from different
angles.
Rotate
the arm 90 dgrees on the Y-axis
in the top viewport and move
it up to to shoulder height,
obviously We need 10 vertices
when connecting the tho parts.
These 10 edges will do perfectly
fine. With them selected,
add a Spherify modifier to
the stack and set its value
to 25% (1). This roundens
things a bit. Add an Edit
Mesh modifier and select the
6 polygons you just spherified.
Extrude them out a bit and
delete the original 6 polygons.
Use the Target-Weld tool to
weld the 10 new vertices to
the 10 on the arm (2). Also
make a new segment on the
shoulder by chamfering the
edge-circle closest to it
(3). Dont forget to set the
hole jacket to Smooth Group
1. If you want you can highlight
the shoulder vertives and
add a Relax modifier to smoothen
ot out a bit.
Now
if you look at the upperbody,
it didnt looks so awfully
cool did it? :| The jacket
looks very tight and uncomfortable.
Lets make the arms a bit thicker
and decrease the size of the
sleeve. First select the ring
of edges (1), chamfer them,
and scale them individually
(2).
Then select all the sleeve
vertices, scale them down,
and stretch it again on the
X-axis (3 and 4). Also make
the arm thicker by scaling
the vertices (4).
Create
yet another 10 sided cylinder
and place it at the neck.
Rotate it 90 degrees (Z-axis).
Set it to 3 segments convert
it to Edit Mesh, delete the
top, botton and right polygons
and use an FFD 3x3x3 modifier
to make it fit the sketch.
Attach it to the body and
target weld the vertf from
the chest to the neck. Note
the vertice i circled, here
you'll have to target weld
two vertices, not only 1.
Neck is marked in red. There
are countless ways of making
a head, so I'll just have
to pick one :) First we're
gonna make the goggles, then
build our way down to the
neck. We'll make the goggles
with another approach. Make
a Box in the front viewport,
Length=16, Width=25 and Height=3.
If you wonder where I got
these numbers from, then I'll
hve to dissappoint you with
saying taht there is no magic
involved, just pure guessing
while having your goal in
mind.
Enough
Ranting, lets move on. Shape the
box like tshown on the picture.
Highlight the 3 polygons on the
front-left and extrude them out
0.1 units. Then bevel them -1.5
units, extrude them out a bit, 3
units works fine, and finally scale
the polys down a bit. Set the "Glass"
polygons to Smooth Group 1 and the
"Leather" polygons to
2. Delete the polygons on the back
as we will not see these, and the
two on either side.
Add
a bend modifier to the goggles.
Set its Bend Axis to Z, Angle
to 80 degrees and dont forget
to place the bend gizmo at
0 on the X-axis (Front or
Top viewport).
Add an Edit MEsh modifier
to the stach and make the
rest of the goggles by shift
dragging the 3 edges on the
right in a cicular bane around
the head. Also decrease the
"Height" (remember
you set it to 3 units) to
about half of the original.
Notice that I changed the
glasses' pointing direction
to something more forward.
Do this by moving the vertices
manually.
The
nose is extruded from the
edge closest to the middle
under the goggles. Make it
about as wide as to the beginning
of the glass part on the goggles.
For
the mouth, create a 16 sided
cylinder with 4 segments,
with the center of it in the
corner of the mouth. Delete
top, bottom and right polygons,
attach it to the body, and
use the scale tool on the
1st, 3rd and 5th set of vertices
to shape the lips. Add an
FFD 3x3x3 modifier and use
it to make an little smile
on the lips. Move and weld
the verts as shown on the
picture, and shift-drag the
corner of the mouth down.
Weld
the 3 vertices as seen on
the next picture. The chin
is made by extruding edges
as seen here.
Connect
the nose and the mouth by
building a polygon between
them. Also create 3 polygons
between the mouth and the
coggles. With only these three
polygons selected, either
A: Add a Slice modifier to
the stack. The original slice
tool creates unneccesary vertices,
so we'll have to use the modifier,
or B: Use the Cut tool to
split the three polygons.
If you want perfectly straight
cuts which is not the case
here, , I suggest using the
Slice modifier. Make sure
the polygons are set to a
Smooth Group 2 before you
start. Move the vertices where
you made the cuts around so
it looks like real cheekbones.
Clean up where the nose meets
the cheeks by building new
polygons manually. Also throw
on a Relax modifier at the
corner of the mouth to smoothen
it out a bit.
3DTotal
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The
prcess of making the ears
is not that hard. Create two
polygons behind the mouth
area and use the edge you
see up there in the corner
to make a 6 edged half-circle
which represents the ear.
Also make an extra line of
polygons behind the ear.
I
decided not to make the hair
as wild if you dont mind me
using that word, as on the
sketch, only a big lump which
will have a hair-texture.
These 4 steps explain how
the hair is made. Set the
hair polygons to Smooth Group
3.