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Download "Modeling For Animation 02 - Planning, and Blocking the Body and Limbs"

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edge flow
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00:00:00
good everyone dico here with another
00:00:02
kick-ass walk through this is video 2 on
00:00:06
a multi-part series that covers modeling
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for animation in this video we're going
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to spend some time blocking out the
00:00:13
initial forms of the arms legs and torso
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so if that brief intro out the way let's
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jump right in shall we
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alright so we're just gonna start off
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with a brand new file we could probably
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keep the cube keep the light keep the
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camera so we're just going to move that
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into their own little collection because
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we can use that in the future for um you
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know rent the previews that sort of
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stuff so I'm just going to move those
00:00:43
into place and it's all good to get
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organization up and running as soon as
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possible so sort of hide those for now
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and I'll hide this collection as well
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call it geo and turn that off for now
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alright so now what we're going to do
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we're going to bring in some reference
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images orthographic images for us to
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trace basically or out early blocking to
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do that but it's going to add an empty
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to a C and select image alright make
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sure that that sentence this to the
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world space as well we're gonna add a
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image to that empty so just go to our
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resource folder
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all right so I got my little image here
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and you might be wondering why I'm using
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an empty instead of like a background
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image plane in the viewport settings so
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it can actually add background images in
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the viewport I personally don't really
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like doing that because I like the
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flexibility of being able just quickly
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move things around without really
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worrying about it so I have my image
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here and I want to kind of get it up
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until to the right scale first so we
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talked about that in the last video so I
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want to make sure the scale is up and up
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to scratch the moment I start modeling
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with this character so let's get at
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quick let's bring back our little cube
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just as an example so our cube is at the
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moment two meters squared so this
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character I want to be around
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[Music]
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yeahwhat 1.55 meters tall something like
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that maybe 1.6 meters tall so I'm just
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gonna squish this down until I get
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around that point in my dimensions and
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that will give me a good idea of what
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scale this character will need to be so
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I can sort of line up the top of this
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skull with the top of this cube
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basically so just scale it up you can
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also scale it on the empty as well so if
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I click on this and you go to size
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without affecting the scale you can
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actually affect the size as well
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[Music]
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so just bringing that up to place
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so I certainly get there and you can
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also bring it out in front as well so
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you can just see it overlap with in the
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empty settings so she oh she's a little
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bit too tall actually not that's about right that's
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about the right height so notice I'll
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line up the bottom of the foot there
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with my front view and then I'm just
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going to pull that back actually I'm
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going to duplicate that first left side
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for now and then I'm going to pull the first one
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back for my front view and then I'm
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going to rotate the second one for my
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side view so when I go to side view I'll
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just line up the center of my world with
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this character with this one and then
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move that to the side there so now I
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have a nice clean front in side view and
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if I want to do some align my realign
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thing so it's a bit more centered so in
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this case it could be a little bit
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off-center let's have a look that's
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that's actually pretty good it's pretty
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centered there I don't have to worry
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about going to my viewport settings and
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also the and fixing that up so yeah
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let's get blocking but before we do all
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that let's sort of analyze this image
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and see what I aim to do with this early
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block and how we can save some time as
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we build out this model without really
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relying on you know too many like fixing
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ups and you know going back tracking the
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street like that so I'm just go to my
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front view grab my grease pencil so what
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I want to do when I'm blocking because
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I'm I'm plan I'm just modeling out the
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body at least the base mesh rather than
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sculpting because I find that when you
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have an orthographic image like this
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ready to go there's not much point in
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just going straight into the sculpting
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and then just sort you know fiddling
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around with the brushes and stuff if you
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end up adding complexity way too quickly
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and you're better off starting with some
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sort of base mesh to work with so but
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the base mesh can be the basis for your
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retopo as well so we may as well block
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out some good edge loops from the get-go
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so let's have a look at what we can do
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so with that in mind let's grab our
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brush and analyze this image
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alright let's analyze this image and see
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how we can save some time
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by being conscious of where we place our
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extrusions in edgeloop so what I want to
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do with this model from the get-go is
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establish my major points of
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articulation as I build out the base
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fish so my major points of articulation
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are the shoulders the elbows the knees
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and the crotch area so the hips
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basically so from here to here the sort
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of bikini line where the legs sort of
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meet the hips so the hips are also a
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major point of articulation in terms of
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the movement of the the legs going back
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and forward or whatever so I want to
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establish those as early as possible
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in the early blocking stage so what
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would that look like
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as I draw work out our edge loops so it
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would probably look something like this
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so one we need to get that their curves
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in the shoulder we want to get a edge
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loop that kind of does this
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those sorta like this so like a wraps
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around the chest so we want to get an
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edge loop that kind of does this around
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the neck we want to get some loops in
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here and we can establish that that
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compression and elongation that I talked
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about in the previous video as early as
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possible as well so here as well so what
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we'd end up doing is getting something
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like this in the center and then we want
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to get the bikini line up and running as
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well so we want to get we want to have a
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sort of edge loop that kind of goes all
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the break of edge loops that go sort of
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like that so we have a salute to come
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down like this but then we have wrote we
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have
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[Applause]
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adjectives that kind of go from the
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bottom of our the crotch up to sort of
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mold with the hips
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and then they sort of travel around the
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back so what would end up having is sort
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of like a break in the elbow like this
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it doesn't apology as we get that
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compression in elongation in there like
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so we have the same thing here
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in its simplest form we'd have something
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like this that goes in like that and
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then these spans go down like so along
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the leg and the hip joint or the hip ha
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edge flow would be something similar to
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this where you have kind of goes up and
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then it can either wrap around the butt
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and go back down or it can wrap around
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and go around the back like so
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so that's basically how we're going to
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work out the overall flow of the zone of
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this object so what you would have here
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is for their shoulders you'd have edge
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loops that kind of go around the neck
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like so then there'd be some sort of
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break here for the arm as they travel
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down the arm like so with the face we're
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not gonna worry about too much because
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this is the only part really that we're
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going to really sculpt properly once we
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get the base mesh of our body up and
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running here we can sculpt on with a
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multi res or with a sort of proxy mesh
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and then project reproject our base mesh
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onto that but for the face because it's
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far more complex we're going to actually
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sculpt out this face initially and then
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we top it on top but what we were going
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to try and establish overall in the long
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term is some lips that go around the eye
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like so
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[Music]
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we're gonna have at least one loop that
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goes around like a little mask like so
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and then they'll break off there
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somewhere
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and then we're gonna have a spat a
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centerline span that goes through there
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like here and like here and for the
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mouth we're just gonna have loops that
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go around like so
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and then at least one or two spans occur
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around over the nose and past the mouth
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mm-hmm because that's sort of
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representing that nasolabial crease as
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she moves her mouth and smiles and talks
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and also the and then we'll
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probably have some just some grid line
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mesh down there so basically that's how
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we're gonna approach overall our our
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model today all right with that in mind
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let's let's jump in I'm gonna reduce the
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opacity on this character as well bring
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it down to about I don't know a 20% just
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so we have something or 10% just so we
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have yeah some transparency above our
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model so you can just work without
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worrying about it and then I'm just
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going to lock off those um lock off the
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selection of those so I can't
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accidentally around with them let's
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bring back our little cube I'm gonna
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reset to that but now and then I'm gonna
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go into my edit mode add an edge loop
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actually can actually do it it even
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simpler just gonna grab this face and
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then I'm going to shift control move
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control and then click and move that
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Center that face into the center line
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and then delete that middle face and
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this actual little cube is going to
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become the basis of our body as we start
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adding extrusions and stuff like that so
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yeah let's add a mirror modifier to that
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that cube and want to turn on clipping
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and the cool thing about clipping
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is basically if you overextend your
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boots like this they will just basically
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merge into the center and not be a pain
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so like you'll always get a nice clean
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centerline or verse down the middle of
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the down the middle of the body so
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you're not going to get like overlapping
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verts or anything like that like you
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would get another software if you're not
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being careful so that's really really
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cool all right so let's just scale down
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this little Cuban edit mode now we just
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want to get it down to there sort of
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parameters of our body just very quickly
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just get a very simple blocking going on
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so starting from the chest like so I'm
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just going to line up those initial
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verts with the body so now we know that
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the chest is sort of sitting in the
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front view like so so just want to get
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that in
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[Music]
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line up to her body and I'm also having
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to in their initially sort of imagine
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what this character is going to be like
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without clothes and where those whether
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that skin would sit on top underneath
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those clothes because this character is
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also going to be changing her clothing
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in my film as well so I got to be
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careful that where I place you know
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where I place the underlying physiology
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of this character all right so I'm just
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gonna actually leave that down there for
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now and then we'll clean up that after
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the fact all right cool and now it is
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basically going to end up extruding
00:13:59
things and make sure that when you're
00:14:01
playing with your initial shapes that
00:14:03
you've got your scale applied because
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you'll get weird transforms if you don't
00:14:07
have a uniform scale applied in your
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initial model because then you'll get
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like if you're trying to extrude or do
00:14:17
insects or like that you're gonna get a
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lot of issues alright so I'm just going
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to add a centerline to begin with as
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well so I can bring down those shoulders
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so as you can see I'm already starting
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to block out the the the key principles
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I have about modeling characters into
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this initial base mesh so if you haven't
00:14:38
seen that video I definitely recommend
00:14:39
you check it out so we've got our basic
00:14:42
sort of body for our chest and now I'm
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basically just going to start extruding
00:14:47
out
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like so
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[Music]
00:14:59
now you can see here we get into that
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part of the body where I kind of have to
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start thinking about where I'm going to
00:15:06
place this geometry so I'm actually
00:15:08
going to grab
00:15:14
hips and as you can see I've got this
00:15:16
merging issue here again because I have
00:15:18
clipping turned on so I can actually fix
00:15:20
that by either turning off clipping and
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see if it submerged turn off flipping
00:15:27
temporarily and just remove those
00:15:29
overlapping verse so if you scale too
00:15:34
much in the center line
00:15:35
you'll get that clipping issue so I'm
00:15:39
just going to keep that center line running and then turn on clipping again
00:15:44
so I'm just going to sort of estimate
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where that hip will sit like so
00:15:52
[Music]
00:15:59
and just sort of block out that
00:16:01
centerline a little bit and it's it's
00:16:04
best to start simple don't go with too
00:16:07
many too much geometry from the
00:16:08
beginning so just do your basic shapes
00:16:09
where basically it is blocking after all
00:16:11
so don't overdo it so I'm just playing
00:16:19
with the original initial shapes that I
00:16:21
have
00:16:26
I'm only basically using one tool at the
00:16:29
moment I'm just using the extrude tool
00:16:30
and the move tool to get this initial
00:16:34
block going
00:16:37
[Music]
00:16:45
all right so got our body in there like
00:16:50
so and now let's have a look and see how
00:16:54
that's looking so right now it's looking
00:16:56
a little bit too empty there so I'm
00:16:59
going to get that initial loop around
00:17:00
the chest going so as you can see if I
00:17:03
add that lip now just from that these
00:17:05
basic shapes I can still add a loop
00:17:07
going around her chest so I'm gonna add
00:17:09
a single loop and I start filling out
00:17:14
the anatomy of that body a little bit
00:17:17
further so here the back is looking a
00:17:22
little bit too flat so I'm just gonna
00:17:23
bring that up like so mm-hmm all right
00:17:30
if you also add a right now we have to
00:17:36
add a center line down the middle of the
00:17:37
body as well so we can add one just
00:17:39
going straight down the middle like so
00:17:40
and this will be to form the basis of
00:17:43
our arm going forward as well
00:17:46
[Music]
00:17:48
so let's bring up this part to sort of
00:17:51
settle the neck joint so where the neck
00:17:58
meets we're just gonna flatten that area
00:18:01
out a little bit so we know that it's
00:18:03
going to be the neck the neck line and
00:18:05
when I talk about center line it's
00:18:07
always good to have at least some sort
00:18:09
of a consistent center line down then
00:18:10
this side of the body as well as well as
00:18:12
the front because you get you'll get a
00:18:15
much cleaner you'll be able to manage
00:18:17
your model a little bit better as well
00:18:18
overall doing that as well all right
00:18:23
then so going forward let's try and get
00:18:25
this neck up and running so I'm just
00:18:26
going to select these two faces on the
00:18:28
top here and then sort of drag out sort
00:18:34
of a sort of spherical circular shape
00:18:37
out of that neck just to get some
00:18:42
semblance of consistency there in the
00:18:44
neck get that center line up and then
00:18:48
I'm just going to extrude out up the
00:18:51
neck
00:18:53
for the time being so have our neck up
00:18:56
and running very simple and now we're
00:18:58
getting those nice loops going on there
00:18:59
and we can sort of adjust these verts as
00:19:02
needed
00:19:14
and you want to try and keep your edge
00:19:17
flow looking pretty clean as well just
00:19:19
keeping those you know the consistency
00:19:23
of the lines are the edges as clean as
00:19:27
possible all right so look that our neck
00:19:35
so now we on to the the arms and the the
00:19:41
legs so let's start with the arms so you
00:19:43
may think oh let's just extrude out
00:19:46
of arm like this and we'll get
00:19:48
everything we need done not quite what
00:19:52
we need to do is we want to preserve
00:19:54
volume on the top of our shoulder here
00:19:56
and reduce volume under the arms so we
00:19:59
want to actually separate these faces or
00:20:03
these edges forward and then pull down
00:20:07
these faces to get the arm extrusion
00:20:11
that we want so let me demonstrate I'm
00:20:13
just going to grab this vert and push it
00:20:16
beyond my keyboard and pull that up just
00:20:18
separate it and then pull it out like so
00:20:20
so we get a nice clean edge flow around
00:20:25
the top of the shoulder and then going
00:20:28
to pull down this vert so you get
00:20:32
something like this going on for our
00:20:36
middle of the for our forearm basically
00:20:42
our arm hole if you want to call it
00:20:44
anything else but we have one extra
00:20:47
issue so if I were to extrude out an arm
00:20:50
now like this we're gonna get one a a
00:20:56
6-pole we're gonna get a star in the
00:20:59
middle of this arm so we don't want that
00:21:01
on either side so we need to do one
00:21:03
extra thing with this area and that is
00:21:06
add a little bit of extra geometry in
00:21:09
the middle between our arms to reduce
00:21:12
the likelihood of that happening so I'm
00:21:14
gonna grab these edges here
00:21:15
and just separate with V again and pull
00:21:21
those up
00:21:23
like so
00:21:28
like this
00:21:31
[Music]
00:21:33
and then I'm just going to fill that
00:21:34
back in so I'm going to fill that back
00:21:36
like so and like so and then I'm gonna
00:21:42
add an extra edge up there and extra
00:21:45
edge loops there so now we have a nice
00:21:49
opening for our arm and we have a moat
00:21:53
we have eight edges for that to play
00:21:55
with when we extrude out that arm so
00:21:58
before we do that I'm gonna turn on make
00:22:01
sure I I have this tool turned on
00:22:03
it's called loop tools so jump into
00:22:06
add-ons type in loop tools loop tools
00:22:10
and just turn that on cuz it gives you
00:22:13
some extra features that a total
00:22:15
lifesaver in um in blender so if you go
00:22:20
to tools also go to view doc where are
00:22:24
they live tools
00:22:28
I don't view tool tool options snow
00:22:31
workspace snow edit yes in the Edit tab
00:22:36
sorry go to the loop tools and we can
00:22:39
circularize this selection so we get a
00:22:42
nice circular hole basically but before
00:22:46
we do that I'm gonna add two more loops
00:22:49
I think let's see one two one two so we
00:22:56
have twelve edges and this is really
00:22:58
important when it comes to making our
00:22:59
hand because with twelve edges or with
00:23:03
an arm that has twelve verts
00:23:04
we can easily create a hand that a
00:23:08
seamlessly joins with our arm and I'll
00:23:11
explain that later but I'm trying to be
00:23:13
very technical with the way I block out
00:23:15
this character because trust me by being
00:23:18
technical like this you really be able
00:23:20
to save time and grief with how we do
00:23:23
things so yeah let's circularize this
00:23:27
thing and you can see it's kind of
00:23:29
up our blocking a little bit but
00:23:31
we just have to scale that down pull it
00:23:32
out now we can sort of squish it down a
00:23:35
little bit and this will look a lot
00:23:38
cleaner once we add more geometry so
00:23:40
don't worry you can see we've got a
00:23:43
little bit of stretching going on so
00:23:45
just going to re distribute that so we
00:23:48
want to keep the top of the circle
00:23:51
relatively linear with the rest here and
00:23:55
just going up a little bit and what I
00:23:58
want to do is with this arm basically at
00:24:03
this point I'm the arms are too close to
00:24:05
the body in this sketch so I want to
00:24:06
just sort of trace the arm with as a
00:24:08
separate object to get the scale of the
00:24:10
arm right and then reattach it to the
00:24:12
body so for now I'm just going to
00:24:15
extrude out just another loop like this
00:24:20
and then I'm going to separate it using
00:24:23
two separated with the separated from
00:24:25
the rest of the mesh temporarily so I'm
00:24:28
gonna push set separate we're gonna
00:24:31
split the selection so that's now
00:24:37
separate okay and temporarily I'm just
00:24:41
gonna select everything in this center
00:24:43
line here this mesh and push hide and
00:24:46
just working with this loop I'm going to
00:24:50
line up this loop with my arm and block
00:24:58
out that arm in very simple terms so
00:25:02
just block out that like so I'm gonna
00:25:08
get that forearm shape in there a little
00:25:10
bit there like so and then just pulling
00:25:13
for the wrist Michael
00:25:24
we can add a little bit of mass there as
00:25:26
well if you want to add a little bit of
00:25:28
variation in the bicep and the tricep so
00:25:32
go out on there let's just line that up
00:25:34
as well with our image and as you can
00:25:36
see with my forearm and even with the
00:25:40
front and side view I'm not quite in
00:25:42
sync with the the lining up of our my
00:25:45
character but that's fine we just had to
00:25:48
sort of eyeball it then but let's just
00:25:52
grab these faces here
00:25:56
and just sort of rotate that into place
00:25:58
well actually I'm going to keep it
00:26:00
straight for now because um yeah it
00:26:03
makes sense at the moment to keep it
00:26:05
straight because we can put it back into
00:26:06
an a pose after the fact and we can be a
00:26:08
bit more technical about it so I'm just
00:26:09
going to keep it relatively straight
00:26:11
instead of conforming to the arm
00:26:14
conforming to the sketch basically so
00:26:16
I'm going to keep this as long as the
00:26:17
scales good that's all we need so I'm
00:26:19
just going to add an extra loop here and
00:26:21
actually live there and then we'll worry
00:26:23
about the adding that extra geometry at
00:26:27
the back of the elbow toward the end of
00:26:30
our blocking when we get to the next
00:26:31
stage of our modeling which is um just
00:26:34
refining near the block basically so it
00:26:36
can unhide that and now what I want to
00:26:39
do is just grab this arm and I'm gonna
00:26:41
actually make it into a tee pose for
00:26:43
time B so just kind of have it out
00:26:45
straight and what we can do to make sure
00:26:49
that everything is rotating in the right
00:26:51
spot just put the 3d cursor over at
00:26:53
around the elbow area so probably around
00:26:55
here go to 3d cursor
00:27:00
use the 3d cursor as a reference point
00:27:03
for rotation and just bring that out
00:27:05
straight like that and that gives us our
00:27:08
arm blocking good to go and now let's
00:27:12
just grab these this connection here so
00:27:16
I'm going to use soft select
00:27:20
bring down that soft selection a little
00:27:22
bit and just sort of line that up like
00:27:28
so you can bring that arm in a little
00:27:30
bit turn it off so I'll select here I'm
00:27:35
going to straighten that out with the
00:27:37
scale and then I'm just going to fill in
00:27:44
an edge loop here basically like so 1 2
00:27:51
3 4 5 6 7 8 9 10 11 cool all right
00:27:59
and the cool thing now is that we can
00:28:00
have we have our clean edge loop for our
00:28:02
upper body and we can now start to flesh
00:28:06
out the rest of the chest and the chest
00:28:09
and the the torso so add a few more edge
00:28:13
loops like so and now I'm just going to
00:28:16
refine this selection so the cool thing
00:28:18
as well is that because we got this nice
00:28:20
clean topology going on at the moment I
00:28:22
can add an edge loop down the center
00:28:23
line here of this mesh here and it will
00:28:25
travel through the body without any sort
00:28:28
of spiraling or re so yeah cool
00:28:33
and this is where we can probably use
00:28:36
the sculpting tools to sort of smooth
00:28:38
out things so jump into Scot mode and
00:28:42
then with a really soft brush just like
00:28:44
a super low strength
00:28:46
just tap away a little bit to get the
00:28:50
form of our body in into that and
00:28:56
because we were the nice thing about
00:28:57
this is because we're using the mirror
00:28:58
modifier we know that that even if even
00:29:01
if we have mirroring turned on in scope
00:29:03
mode without mirror modifier is there
00:29:06
guarantee that you'll get a perfect
00:29:07
mirror scopes but in mirror mode you can
00:29:10
in with the mirror modifier sorry so we
00:29:14
got we're basically smoothing out the
00:29:16
distribution of those faces now to allow
00:29:20
us to do some extra sort of volume
00:29:24
looking of our body or the character so
00:29:29
not notice how I'm not really a fit I've
00:29:31
not playing with the arms at the moment
00:29:32
I'm just playing with the body because
00:29:34
that's a really important component you
00:29:36
can add a few more edge loops to the
00:29:39
neck
00:29:40
[Music]
00:29:42
and we're getting a very decent look of
00:29:45
the body very quickly like so all right
00:29:52
let's have a look at the legs
00:29:57
so what we want to do we want to create
00:29:59
that um we want to create that loop
00:30:01
right that there's fantasy loop that
00:30:03
goes down the legs and we have a nice
00:30:06
loop that goes along the crotch so this
00:30:08
is a very fairly straightforward way of
00:30:10
doing things so similar to the arms I
00:30:12
want to create some extra geometry down
00:30:14
at the bottom of the crotch so notice
00:30:16
how I've so by sculpting it Arcanum its
00:30:19
kind of reduced the distance of this
00:30:21
bottom faces so all I'm going to do is
00:30:24
basically extrude out a crotch line like
00:30:29
so and then I'm going to see how about
00:30:34
how we can establish that initial loop
00:30:37
that goes around the leg so we can
00:30:44
actually do that just by extruding
00:30:45
basically so select all those faces and
00:30:48
extrude
00:30:53
and then I'm just going to bring that in
00:30:55
I'm going to smooth that out a little
00:30:56
bit with the smooth tool just so we get
00:30:59
that loop up and running so straightaway
00:31:02
we're already establishing the hips
00:31:03
quite nicely with this initial loop so
00:31:08
we got a loop it goes up and around the
00:31:10
hips like so and then we also have let's
00:31:16
see
00:31:20
how many faces do we have we have four
00:31:23
teenagers that's okay
00:31:24
we can live with that
00:31:28
normally I try and establish a 12 loop
00:31:31
leg as well but it's not as important as
00:31:34
the hands in my opinion so we can get
00:31:35
away with that
00:31:39
and we'll probably have to add a second
00:31:41
centerline to those legs anyway and I'll
00:31:46
explain that later all right so let's
00:31:47
just extrude out some legs now so we got
00:31:49
that lip going on and we're probably
00:31:52
gonna break this loop for the back
00:31:54
because once we do the but it's gonna
00:31:56
we're gonna redirect some of these this
00:31:59
some of this direction but for now let's
00:32:02
just grab these faces that form the
00:32:06
initial shape of our body and basically
00:32:13
extrude out those legs
00:32:16
ever can circular eyes that as well and
00:32:20
shrink that down
00:32:27
so we go somewhere along the knees we're
00:32:30
going to sort of rotate that a little
00:32:32
bit as well for the knee line and then
00:32:36
extrude out again getting those shins
00:32:39
and those cuffs and extrude once more
00:32:46
downfield the feet and the ankles
00:32:56
[Music]
00:33:06
[Music]
00:33:09
and make sure you keep looking at the
00:33:12
front and the side at the same time to
00:33:15
make sure everything is lining up
00:33:16
properly
00:33:20
[Music]
00:33:25
so you can see here that the ankles are
00:33:29
looking a bit wonky so just got a rebase
00:33:32
achill II just rotate that to fit like
00:33:34
so
00:33:39
all right they make that little smaller
00:33:44
in the knee and we can add a little bit
00:33:46
of more volume into that knee in the Y
00:33:51
like that and in the front
00:33:57
helped flesh out that shape so we're
00:34:01
getting a pretty good blocking of the
00:34:03
body in about what 20 minutes half an
00:34:06
hour so not bad and now we're just going
00:34:13
to extrude out the feet so pretty simple
00:34:18
just select those faces
00:34:22
pull the feet straight down grab these
00:34:31
faces at the back to flesh out that that
00:34:34
heel so this one this one and this one
00:34:43
and we're not going to worry too much
00:34:45
about this topology at the moment we'll
00:34:47
fix it out after the fact all right so
00:34:52
just going to choose wisely our faces to
00:34:55
extrude out the actual structure of the
00:34:57
feet so I'm going to go with these four
00:35:02
actually before I do that I want to
00:35:06
establish a center line for my leg and I
00:35:10
think I should only got one so just kind
00:35:12
of rotate these a little bit so I have a
00:35:14
clean center line for the leg so whether
00:35:16
the center of the knee will sit
00:35:23
[Music]
00:35:27
so this will be the center line of my
00:35:30
leg here
00:35:35
okay
00:35:37
[Music]
00:35:39
and actually let's smooth that out and
00:35:42
have a look again
00:35:49
yeah what can work with what we've got
00:35:51
for now if we have to add an extra
00:35:53
Center a new center line we can do that
00:35:55
after the fact but right now this will
00:36:00
be fine so let's select this these 1 2 3 4 5
00:36:04
faces and eventually apply out to put a
00:36:06
center line down the middle here so if I
00:36:08
add one there let's just add it now just
00:36:11
to make sure and I'll go right around
00:36:12
the body and be a nice clean loop to
00:36:14
begin with so we have a nice center line
00:36:15
for the foot so now we're going to
00:36:19
select these six faces 1 2 3 4 5 6 1 2 3
00:36:23
4 5 6
00:36:25
yep and just extrude out straight get a
00:36:30
scale down and just a little bit out
00:36:36
further just for the toes and if you
00:36:39
plan on having individual toes for your
00:36:40
model we'll talk about how it can create
00:36:43
those that structure as well in the next
00:36:46
video add a few loops and a few loops
00:36:52
and now we have a pretty good structure
00:36:56
for the foot so I might simplify that
00:36:58
that loop structure first and just make
00:37:01
sure I get the overall structure of the
00:37:04
foot looking ok first so something like
00:37:07
that would be fine I'll smooth that out
00:37:12
once we scope within scoped in some
00:37:14
smoothing the sculpting that smooth in
00:37:17
the mesh with a little bit of sculpting
00:37:20
so just with these loops that should be
00:37:23
good enough to just do a bit of a sculpt
00:37:24
you turn on wireframe if you like as
00:37:28
well and notice how I haven't put on
00:37:31
smooth preview smooth shading or
00:37:33
subdivisions yet because you want to
00:37:36
work with as much simplicity as possible
00:37:39
so adding smooth shading will not give
00:37:42
you the right sort of color information
00:37:44
when it comes to where you've placed
00:37:46
your um your verts and your faces and
00:37:49
your edges and having subdivision at
00:37:52
this stage will only make life more
00:37:55
complicated so and also slow down your
00:37:57
process because it actually takes a
00:37:58
performance hit so
00:38:01
just sculpt out this stuff a little bit
00:38:04
just using the smooth brush and that
00:38:08
should do for now we can clean up this
00:38:10
part now as well so what we got
00:38:13
got a little bit of a problem here we've
00:38:14
got a lift going around the foot and
00:38:19
then turning it at the heel so I mean if
00:38:22
you wanted to have like a realistic heel
00:38:24
to some degree this could be a good idea
00:38:26
but I want to have make sure the loop
00:38:28
goes around the foot totally so I'm just
00:38:30
going to delete these at bottom of the
00:38:34
foot for now
00:38:37
[Music]
00:38:39
I should also select these faces first
00:38:41
and then I'm going to do an inset and
00:38:42
then I learn delete whatever isn't
00:38:44
whatever it is inside that inserted set
00:38:47
of faces
00:38:50
[Music]
00:38:52
I'm gonna push in set just a little bit
00:38:55
delete these faces that exist there and
00:39:00
because we have an even amount of edges
00:39:04
at the bottom here if I just push ctrl F
00:39:06
and go grid fill we should get a pretty
00:39:09
clean grid fill just out of the box but
00:39:13
doesn't look like quite work so I might
00:39:17
clean that up manually just like so
00:39:23
yeah that looks okay and then we'll just
00:39:26
fill in those with quads so we tryna
00:39:33
keep we're still trying to keep that
00:39:34
geometry nice and simple
00:39:37
[Music]
00:39:47
let's go with that instead
00:39:52
that looks much better
00:39:55
[Music]
00:40:06
his face should leave both
00:40:13
[Music]
00:40:16
so now we have a much cleaner set of
00:40:18
topology from the beginning with the
00:40:20
feet so the now that loop is now you
00:40:23
know stay within the the structure of
00:40:25
the foot we have lips that going around
00:40:27
in some car around the body still a
00:40:29
little bit but it's still cleaner than
00:40:31
it was before but the loops around the
00:40:33
feet now I must clean it as well and the
00:40:36
only reason why we're getting a loop
00:40:37
going around here is because it's
00:40:40
actually going a ride around the bottom
00:40:41
with base of the foot so it's not
00:40:42
actually a bad thing because it's not
00:40:48
spiraling or if like that so that's fine
00:40:51
so as you can see we've already blocked
00:40:53
out most of the body structure now if
00:40:58
you do a few little switch there changes
00:41:00
here get those thighs a bit closer in
00:41:02
the center and can even use sculpting to
00:41:06
do this as well so sort of bring those
00:41:08
in so gonna bring in
00:41:16
this topology first then bring in this
00:41:22
topology
00:41:25
like so and widen up those thighs a
00:41:28
little bit and then we can add a few
00:41:32
more spans along the thigh and the shin
00:41:43
all right so let's just do a little bit
00:41:46
of sculpting again this is the cool
00:41:48
thing about blender you can jump in and
00:41:49
out of sculpting really easily and just
00:41:54
smooth out that body so we just want to
00:41:58
make sure that that quad structure is
00:41:59
nice and even across the board and again
00:42:03
I'm not with the arms right now
00:42:05
because the arms we have to give it some
00:42:08
special treatment as we get into more
00:42:12
detail with the hands all right so now
00:42:16
we have a bit of a pancake butt going on
00:42:18
there's no mess there so we need to
00:42:20
actually even create some extra mass
00:42:22
there because there is a lot of
00:42:23
stretching going on as character walks
00:42:26
jumps and you know moves around so we
00:42:28
got to add that structure as well but we
00:42:34
have a nice base to work from going
00:42:36
forward so that will be what we will be
00:42:40
covering in the next video so we're
00:42:42
gonna add some volume in the butt we're
00:42:44
gonna add her chest we're going to sort
00:42:46
out these elbows and knees we're gonna
00:42:49
fix up these feet because if you look at
00:42:50
the front yeah they're kind of at
00:42:52
the moment they're bit too narrow and a
00:42:55
little bit too small so next video is
00:42:59
all about adding volume to the body but
00:43:01
even though we haven't really got that
00:43:03
volume in there yet we can still test
00:43:05
out this this match to see if it's
00:43:07
working alright in terms of its topology
00:43:09
and the easiest way to do that in my
00:43:11
opinion is to actually export this out
00:43:14
and bring it into a website called mixer
00:43:17
mode which is a sort of library of
00:43:19
motion capture stuff that lets you
00:43:21
project that motion capture onto your
00:43:23
own mesh so let's have a little bit of
00:43:25
fun with that before you wrap up and
00:43:27
export this out so to export this we're
00:43:30
going to select our model we're going to
00:43:32
go to file export FBX and then we're
00:43:36
going to export this file as an FBX file
00:43:39
with selected objects turned on so you
00:43:42
only want to export the mesh we're gonna
00:43:45
have everything else turned on so we're
00:43:47
gonna apply all our geometry in terms of
00:43:49
modifiers so that mirror modifier will
00:43:51
automatically apply and then just push
00:43:55
and then just push export and it's
00:43:58
exported and now let's just go to mixer
00:44:01
mode so just go to mixer mode calm or
00:44:04
just type it mixer mode into your search
00:44:06
parameter let's go to mixer Medicom and
00:44:10
this is a sort of a company owned by an
00:44:14
Adobe so you need an Adobe account to
00:44:17
log in so I'm just going to log into my
00:44:19
account not now that off
00:44:29
and it's really easy to use mixer MO and
00:44:33
it's a great way to test out the
00:44:35
topology and the and the efficiency of
00:44:39
your rig so you have tons of different
00:44:41
emotions to play with so let's just
00:44:43
upload our own character we're going to
00:44:46
choose our exported file it'll process
00:44:50
that character as you can see we have
00:44:55
our mesh ready to go so just follow the
00:44:57
prompts add ourselves our fictional chin
00:45:00
add our fictional wrists so just at the
00:45:04
edge there elbows so that's where our
00:45:07
bows are sitting at the moment
00:45:12
knees and the groin so that's where the
00:45:18
groin is sitting so around that point
00:45:21
there and then basically just push next
00:45:24
you'll process that for a few minutes
00:45:28
and we'll be able to see this little rig
00:45:30
in action even though it's just a really
00:45:32
simple mesh you'll be able to see how
00:45:34
efficient this edge flow is going so far
00:45:40
Oh a.m. there would go we could see it
00:45:46
working already if we push next we could
00:45:50
test out some cool animations just with
00:45:52
this basic topology we can get to dance
00:45:56
ooh damn there's some eddy gordo
00:45:59
going on right there man we can get it
00:46:02
too let's see what else we can do use a
00:46:09
fax machine and the cool thing about
00:46:15
this is that you actually test to see if
00:46:16
the arms are too short or too long at
00:46:18
the moment they look like they're just
00:46:20
about the right length if we add the
00:46:22
hands so I'll probably be the right
00:46:23
proportions and we just play with this a
00:46:27
little bit more just to see how it's
00:46:29
going so right now it looks like the
00:46:30
shoulders are looking pretty good the
00:46:31
arms looking pretty good and you can see
00:46:33
the hell-like we need to add that extra volume in the
00:46:36
elbows because we're not getting that
00:46:38
right Bend it's looking a little bit
00:46:39
spaghetti like in those corners there so
00:46:41
we're gonna add that volume in in the
00:46:42
next video saying goes with the legs
00:46:44
we're gonna see a little bit of
00:46:46
spaghetti night like you see like it's
00:46:48
not really that um not really
00:46:50
maintaining the volume that much but you
00:46:53
can see how efficient this setup is
00:46:57
already just with this basic topology
00:47:01
and as we flesh this out even more it's
00:47:04
gonna get even better
00:47:10
let's do one more animation let's have a
00:47:13
look
00:47:16
[Music]
00:47:22
ooh see look at that we're getting some
00:47:24
really cool defamations already just
00:47:26
with this basic mesh not bad eh and as
00:47:37
we get that face in there we'll get
00:47:38
those elbows properly in there get that
00:47:39
butt in there we're gonna have a really
00:47:42
cool mesh so I'm just going to ignore
00:47:45
this for the rest of that just gonna
00:47:47
ignore this and you don't have to pay
00:47:49
any money for using mixer mow this for
00:47:51
the base mesh the base software so just
00:47:54
sign up with Adobe account or or an
00:47:56
email and just test out your rig so yeah
00:48:01
next video we're gonna cover that volume
00:48:03
issue we're going to add the butt now
00:48:06
add the breasts get those elbows up and
00:48:09
running get those knees up running and
00:48:11
fix up those feet so till then I'm gonna
00:48:13
say caches and have fun

Description:

In this video, we set out a game plan on how to approach the blocking of the body, including setting our scale, where to place our key loops of articulation, and capping it off with some quick and dirty articulation tests using Adobe Mixamo! Intro (00:00) Setting up our Reference Images (01:00) Planning our Approach (04:25) Initial Blocking (11:30) Blocking out the Shoulders and Arms (19:30) Blocking out the Legs and Feet (29:50) Testing the Articulation with Mixamo (43:00)

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