Organic Modelling - Legs
A cylinder is created, the base of the
first leg. Subdivisions are reduced, and some adjustments are made to the body;
edge looping and extruding.
Additional edge loops are created around
the new cylinder. The vertex's are then snapped to the top of the cylinder,
creating a smooth transition from body to leg.
The dummy cylinder can then be removed,
and we’re left with an organic limb joint.
The leg is extruded down twice; once for
the thigh and a second for the knee and lower leg. Edge loops are added to give
the limb extra geometry.
Extruding is used to create a basic foot
shape. The top two edges can be lowered, to begin the smoothing and sculpting
process.
Additional edge loops help to smooth the
foot. Vertexes are manipulated to gradually replicate the orthograph. During
this stage of the modelling process, I was finding problems with random
vertexes and edges appearing inside my foot. I presume that I extruded
incorrectly. In order to fix this problem, I went in and out of the smooth view
and merged vertexes together, cleaning up the geometry. Eventually, I was able
to successfully seal the foot at the base.
The base of the feet are sealed, and the
mesh is the mirrored. The history needs to be deleted to prevent the mesh from
distorting when re-opening the project, and to keep the model clean.
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