| Do the same thing you just did with the foot, only now create a new edge running around the leg. Use the slice face tool again, and again simply click on each edge creating the new edge that will go around the entire leg. Create a new edge running around the leg like the red one in the picture. (fig.06) |
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Fig.06
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| Now, we’re going to apply a mesh smooth to our object. We will actually be working with this smoothed object, but we still want to be able to edit the low poly version (much easier to work with), so we’ll be using Maya’s “smooth proxy” to accomplish this. To apply smooth proxy to your object, simply select the mesh you have so far, and then select smooth proxy (polygon – smooth proxy). This will smooth your object, but it will also make a copy of the original low poly “lattice” version of the object. You’ll notice that if you move the vertices of the low poly object, the smoothed version deforms with it. This makes modelling easier since we can now edit the low poly mesh, and it will deform the smoothed version we have. Simply manipulate the low poly cage mesh (the transparent one) the exact same way you did before. Select it and right click to open up the edit mesh marquee, and use the same tools (extrude face, slice face) to manipulate both it and the smoothed leg. (fig.07) |
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Fig.07
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| Now, here’s where we’re going to start fencing the mesh and getting it to look like a nice simple foot shape. Using both reference images, move around the vertices of the low poly mesh, until you get a nice smooth, round leg. Don’t just focus on one viewport either, do a bit in the side view, and then do a bit in the front. Keep switching back and forth. (fig.08) |
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Fig.08
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| Don’t rush this part…take your time. Don’t be satisfied until it looks the way you want it to. Just keep working at it for however long it takes, until it looks right. These early steps are critical since everything else will be based around this original mesh. (fig.09) |
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Fig.09
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| Do another edge split around the leg, again, around the form of the entire leg. Keep adjusting the new vertices to continue adding form and definition to the foot/leg. (fig.10) |
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Fig.10
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| Once you have a nice looking leg, duplicate it. First off, select the smoothed leg (not the transparent cage, but the actual smoothed leg mesh), and freeze its transformations (modify – freeze transformations). You’ll also want to center the pivot (modify – center pivot)…this is all so the foot will copy properly. Now, go under edit tab, find duplicate and click on the little square next to the word “duplicate”. This opens up the duplicate settings menu. Change “geometry type” from “copy” to “instance”…this is so our copy leg will keep updating as we make changes to the original. Also, change the first “scale” setting from 1 to –1….this will automatically mirror the duplicate foot so we don’t have to rotate it. Once all that is done, hit “duplicate” and you should have a second leg, mirrored in X direction. Line this leg up with the reference picture. (fig.11a & fig.11b) |
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Fig.11a
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Fig.11b
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| Select the low poly cage, and make a few more extrusions up the leg to create the knee and thigh. Keep shaping them as you go, in the front and side view ports to create the upper half of the leg. Notice your copied leg is moving too. This is a good tool since you can see the changes you’ve made in your copied leg, without the edges interfering with your view. (fig.12 & fig.13) |
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Fig.12
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Fig.13
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| Extrude the leg up a few more times to create the beginning of the hip section. Don’t forget to continue adjusting the foot and lower leg, as the upper half starts to take shape. What you were happy with before won’t always look as good once the rest of the figure is put in, so don’t hesitate to keep adjusting area’s you’ve already worked on, until it looks right. (fig.14) |
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Fig.14
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| Now, might not be a bad time to save your work, as we move onto the next section.Before we continue, I’m going to want to make a few adjustments. First off, I want to switch back to the original low poly mesh, rather than modelling with the “smooth proxy” method at the moment. Smooth proxy is good at adjusting verts to get the final look you want, but I find for just simple extruding and basic shaping, using the low poly version is a bit easier to work with.
To switch back, you need to select the smoothed out leg. It can be tricky to select since it’s behind the low poly cage, so just click and drag select over the two, and then while holding CTRL select the low poly cage mesh…this will de-select the Low poly mesh, leaving only the smoothed mesh selected. Now, on the right side of the screen under the Channel Box in the “inputs” section for your leg, they’ll be the “polySmoothProxy1” operation. These are the options for the proxy smooth we applied before. Click on it to open up the options. Now, we just want to change the Exponential Level from 1 to 0. This essentially turns it off, and you can see that your smooth leg has returned to the low poly version. You can delete the transparent low poly cage now, as it’s not needed anymore. We should also delete the history (edit – delete by type – history) on our leg, just to clean it up. This essentially collapses all the modifiers (stuff like smooth proxy, and edge cutting) and just leaves the simple mesh behind. It’s important however not to do this when you’re in the middle of working with poly smooth, or smooth proxy, since it will make your mesh stick in the smoothed mode, and you won’t be able to get it back to the low poly version. So make sure “polySmoothProxy1” is turned off before you delete the history. (fig.15) |
| I also want to change the material on our objects from the default gray “Lambert” to a nice shiny “Blind”. To do this select both legs, and right click and hold again to bring up the marquee menu…only instead of going to one of the edit mesh modifiers, go down the small menu to “material”. A new menu will open, and select “assign new material” and then click on “Blind”. This will apply the Blinn texture to your legs, so they are nice and shiny now….the reason we do this is with the shiny secular level it makes it easier to spot errors in our modelling, making it easier to adjust. All right…we are now ready to continue! (fig.16) |
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Fig.16
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| First off, we want to delete these edges. Select the edges highlighted in the picture and delete them (edit poly – delete edge). Don’t just hit delete, as it won’t delete the edges properly (it will leave the vertices behind)We want this new face perfectly flat, so the easiest way to align the verts is to select the face, and using the scale tool (“r” is the scale hotkey) scale the face ONLY in the x-axis (the red axis) until all the verts are perfectly vertically aligned. (fig.17 , fig.18 & fig.19) |
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Fig.17
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Fig.18
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Fig.19
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| With the face that your just aligned still selected, extrude that face to create the connection for the two legs.(fig.20) |
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Fig.20
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| Delete this edge. This edge you can just hit the delete key, since it won’t leave behind any stray vertices.(fig.21) |
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Fig.21
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Select the top face, and extrude up a couple more times to begin to create the pelvis. Adjust vertices like in the picture to start forming the shape. I had to do a lot of adjustments to get it to where I wanted it, even adjusting as far down as the knee…so don’t hesitate to take your time on this section. Get it all lined up real nice. You can see I also made an edge cut right around the crotch to add some definition. This was done with the “split polygon tool” again.
These are the front and side views. (fig.22 , fig.23 , & fig.24) |
| Again, continue extruding up, creating the waist. Keep adjusting those verts!It’s important to note some anatomy though. Even though she’s a cartoon, you should always be trying to think of anatomy as you’re creating your character. It’s not detailed at the moment, but even now you can see how the edges are flowing according to how muscles form, and you can see how they wrap up around the pelvic bone. It’s always handy to have an anatomy book by your side when modelling. It will improve your work greatly. (fig.25 , fig.26 & fig.27) |
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Fig.25
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Fig.26
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Fig.27
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| Now, on the inside of the thigh I’ve added a couple more edges to help round it out. Though leaving edge ends just like that isn’t the best way to model, as it will cause problems when smoothing, it’s something we can correct later, and at the moment won’t cause a problem. Adjust the new verts you created to help round out the interior of the leg. Now would be an excellent point to take a brake and save again. Make sure you’re always saving to a new file (always “save as” never use “save”) just incase something goes wrong with saving…you don’t want to lose the work you just did, as well as the work you saved before…(fig.28) |
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Fig.28
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| Now, we’ve got to take care of this triangle here…triangles are very bad since they cause problems when smoothing, and they don’t deform well when animating…as often as possible you want to keep everything in with 4 sided polygons (quads)…sometimes you can’t avoid a 3 of 5 sided poly, but you always want to try to keep everything in quads as best as you can. So to get rid of this triangle simply use the slice poly tool, and create an edge from the corner of the one triangle, wrapping around the side of the leg (we’ll connect this edge later). Then delete the one side of the triangle (the highlighted yellow edge) and you’ve gotten rid of the triangle.Also….you may have noticed that while extruding the pelvis and waist, some of the poly’s seem to be tinted a strange shade…as you move the camera around they turn kind of black. If this is a problem for you, you just need to adjust the normals. Select the object and then go “edit poly – normals – set to face”. This resets the normals. You’ll get that blocky shape of your character, but this will be fixed by smoothing or doing a smooth proxy. (fig.29 & fig.30) |
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Fig.29
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Fig.30
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| Though using extrusions was quick and easy, the buttocks still need some addition work since they don’t have enough roundness and form to them. So let’s add an additional edge running down from the small of the back to the inside of the thigh. Again, just use the Slice Poly tool and click on one edge at a time to cut an edge down the leg. (fig.31) |
| Add another new edge running down the leg….keep rounding everything out. (fig.32) |
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Fig.32
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| Remember that edge wrapping around the inside of the leg that we made from correcting the triangle at the front? Continue that edge around the back to create the fold in the gluteus. Adjust the verts to make the fold more defined. (fig.33) |
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Fig.33
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