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good everyone dico here with another
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kick-ass walk through this is video 2 on
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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
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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
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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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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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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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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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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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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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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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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
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things and make sure that when you're
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playing with your initial shapes that
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you've got your scale applied because
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you'll get weird transforms if you don't
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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
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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
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seen that video I definitely recommend
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you check it out so we've got our basic
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sort of body for our chest and now I'm
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basically just going to start extruding
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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
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place this geometry so I'm actually
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hips and as you can see I've got this
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merging issue here again because I have
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clipping turned on so I can actually fix
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that by either turning off clipping and
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see if it submerged turn off flipping
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temporarily and just remove those
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overlapping verse so if you scale too
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much in the center line
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you'll get that clipping issue so I'm
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just going to keep that center line running and then turn on clipping again
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so I'm just going to sort of estimate
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where that hip will sit like so
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and just sort of block out that
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centerline a little bit and it's it's
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best to start simple don't go with too
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many too much geometry from the
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beginning so just do your basic shapes
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where basically it is blocking after all
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so don't overdo it so I'm just playing
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with the original initial shapes that I
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I'm only basically using one tool at the
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moment I'm just using the extrude tool
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and the move tool to get this initial
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all right so got our body in there like
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so and now let's have a look and see how
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that's looking so right now it's looking
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a little bit too empty there so I'm
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going to get that initial loop around
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the chest going so as you can see if I
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add that lip now just from that these
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basic shapes I can still add a loop
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going around her chest so I'm gonna add
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a single loop and I start filling out
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the anatomy of that body a little bit
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further so here the back is looking a
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little bit too flat so I'm just gonna
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bring that up like so mm-hmm all right
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if you also add a right now we have to
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add a center line down the middle of the
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body as well so we can add one just
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going straight down the middle like so
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and this will be to form the basis of
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our arm going forward as well
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so let's bring up this part to sort of
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settle the neck joint so where the neck
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meets we're just gonna flatten that area
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out a little bit so we know that it's
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going to be the neck the neck line and
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when I talk about center line it's
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always good to have at least some sort
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of a consistent center line down then
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this side of the body as well as well as
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the front because you get you'll get a
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much cleaner you'll be able to manage
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your model a little bit better as well
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overall doing that as well all right
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then so going forward let's try and get
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this neck up and running so I'm just
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going to select these two faces on the
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top here and then sort of drag out sort
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of a sort of spherical circular shape
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out of that neck just to get some
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semblance of consistency there in the
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neck get that center line up and then
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I'm just going to extrude out up the
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for the time being so have our neck up
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and running very simple and now we're
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getting those nice loops going on there
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and we can sort of adjust these verts as
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and you want to try and keep your edge
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flow looking pretty clean as well just
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keeping those you know the consistency
00:19:23
of the lines are the edges as clean as
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possible all right so look that our neck
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so now we on to the the arms and the the
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legs so let's start with the arms so you
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may think oh let's just extrude out
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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
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and reduce volume under the arms so we
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want to actually separate these faces or
00:20:03
these edges forward and then pull down
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these faces to get the arm extrusion
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that we want so let me demonstrate I'm
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just going to grab this vert and push it
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beyond my keyboard and pull that up just
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separate it and then pull it out like so
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so we get a nice clean edge flow around
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the top of the shoulder and then going
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to pull down this vert so you get
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something like this going on for our
00:20:36
middle of the for our forearm basically
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our arm hole if you want to call it
00:20:44
anything else but we have one extra
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issue so if I were to extrude out an arm
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now like this we're gonna get one a a
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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
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and just separate with V again and pull
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
00:22:28
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
00:29:42
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
00:30:53
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
00:31:20
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
00:31:39
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
00:32:27
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
00:33:09
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
00:33:25
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
00:33:39
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
00:35:27
so this will be the center line of my
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
00:36:25
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
00:38:39
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
00:38:52
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
00:39:47
let's go with that instead
00:39:52
that looks much better
00:40:06
his face should leave both
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
00:41:25
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
00:47:22
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