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Now you have the basic geometry required to effectively deform the mesh of your character model at the joints. Clicking a second time will apply the operation. After clicking once, you have the option of sliding the edge along the adjacent geometry of the model. We can add edge loops by pressing Ctrl + R and clicking on the appropriate place on the model. To correct that, we will add some edge loops around where the knees and elbows should be, as well as the hips and shoulders. Since the legs and arms just look like sticks, there’s nowhere for them to bend. For example, looking at the model right now, it is easy to say that it is not yet ready for proper, bipedal animation. This is because edge flow will affect how well a 3D mesh deforms when rigged and with animated bones. It is important to consider where you place your edge rings. What you end up with will look kind of like a pair of flared pants.
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Then, press 0 on the keyboard to effectively flatten the polygon on the z axis. When you have extruded them, keep the bottom polygon selected, and then press S to turn on the scale tool, Z to isolate scaling to only the z axis, which is vertical in Blender. Make them roughly the same length as the rest of the body. Now select the bottom polygon, extrude it slightly, then scale in a bit to prepare a base for the hip area. Next, select the edge at the bottom of the model, and pull it down slightly to prepare for working on the hips and legs. What you should now see are two arm-like extrusions coming out of the shoulder areas of your model. Scale it down slightly to create a taper by pressing S and dragging down the mouse a little bit. Now extrude out the arms by pressing E and dragging the mouse to the left. Press R, then X to rotate the polygon slightly around the z axis. Select the upper left polygon, and extrude out and scale down a new section for the shoulder.
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Let’s continue to block out the basic shape now by creating the shoulders and arms. Next, press S, then drag the mouse down to shrink it.Īs you can see, all changes made on the left side are mirrored on the right, which is extremely useful when modeling a symmetrical object, such as the base mesh for a character. Select the top polygon by itself, and press E to extrude, then pull it up with the mouse, and left click to complete the operation. To see this in action, let’s extrude a new section of polygons on the top of the model for the neck. Now whenever you add something on the left, it will automatically match on the right.
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