Thursday, 4 February 2010

Creating the model

Now that I knew the method of how to link mesh to a biped and make it move, my next task was to create boots, trousers and shirt for the model. The steps below show this process.

Firstly, I created a small box that filled the heel of the boot. Selecting the top polygon, then using the side view , I extruded the box up 2 times then across 3 times from the middle extrusion. This created a 'sideways T' shape. I then selected each vertical line and used the connect tool, which then created another line leaving me with 8 segments to the boot:

Now that the general shape of the boot had been created, I then moved the edges and vertices around so that the boot looked more realistic. I then simply cloned this boot onto the other foot:

To create the legs, I first started with a small cylinder:

Next, I selected the top polygon of the cylinder and extruded this once to make a large extrusion. I then made 2 more small extrusions that would become the knee joints. Using the same method, I then continued up to the groin area, and then right up to the top of the hips where the trousers would finish. I then re-selected the top polygon and deleted this, and did the same for the bottom polygon. This then made the trouser leg hollow.

Using the clone tool, I then copied this trouser leg onto the other side so that both legs were complete. The final task now was to arrange the vertices so that the trousers were the correct shape that trousers should be. Primarily pulling the vertices out slightly on the buttock area as this is the most protruding area. Also, pulling the central groin area in towards each other and ensuring that the hips were slightly wider than the waist. I moved these vertices about mainly by using the select and uniform scale tool, but also using the move tool if I only wanted to move the vertices rather than scale them in or out. Eventually, I finished with the image below, although I shall come back at a later stage to re-shape the trousers to look even more realistic:

The next task was to create the shirt that my model would be wearing. This would be slightly more difficult than the trousers were to create.

So, I started by creating a single plane with no additional segments (reduced vertical and horizontal segmentation to 0).
I then selected the edge of the plane and extruded it up 4 more times to the top of the body. Then, selecting the edge again, I extruded the plane across the body (over the shoulder) and 5 more times down the back. This created something that looked like a brace:

Selecting the edge of the object, I then clicked the 'loop' button. I have never used this before, but have now found a far easier way of selecting the entire circumference of a group of objects. With these selected, I then extruded the planes to the sides so that there were 6 segments across the body. Down the sides of the body, I bridged the ends. To do this, I selected the adjacent edges and the clicked 'bridge'. Again, this is another tool that I have never used before, so something else new learnt there!

I bridged 4 segments together, but left the top one open so that the arm could be extruded further. In a similar fashion to before, I selected the edges around the arm area and extruded them out twice to make an object that looks like a t-shirt:



Making another large extrusion for the main part of the arm, I then made another 2 small extrusions where the elbow joint is. This would make things a lot easier when my model moves around. I made another large extrusion, then another 2 extrusions for the end of the arm. Repeating this on the other side created both arms for the shirt. The final task, as always, was to re-arrange the vertices and edges so that the arms of the shirt were the correct size and shape. This was done using the scale and move tool. Although not very difficult to do, it is very difficult to arrange everything in such a way that looks realistic:


2 comments:

  1. This is working out great - needs a bit of tweaking - where the trouser meets the boot for instance, but this tutorial shows how easy it is to produce a basic character.

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  2. Thanks Jo for the feedback. You will be glad to know also that I have now labelled every object so that I can now work out what is what.....

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