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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