Game Development Reference
In-Depth Information
axis of the model. This cut will be used to create both the extrusion for the leg and
the eventual shirt collar. Place it where the neck extends from the shoulders on the
model sheet. Adjust the vertices to prepare for the future neck placement. At the end
of your adjustments, you will have something like FigureĀ 3.10.
9. Save your file. Look at C03_Torso_finished.blend to see what the finished torso should
look like.
Now that you have the torso, you can move on to either the arms or legs as you wish.
For this tutorial, you will move next to the legs.
FigureĀ 3.10
Completed torso
Extruding the Legs and Feet
Preparing legs offers similar challenges as starting a torso from a cube. Modelers must be
careful to create rounded geometry that looks like an organic leg. The sooner you prepare
for this, the less you will have to readjust later. You will arrange the vertices at the bottom
of the torso to round out the leg shape. In order to do this, you will use the Proportional
Editing tool.
Modeling the Legs
Continue with your model from the torso portion of the chapter or open C03_Torso_
finished.blend from the online resources folder for Chapter 3.
1. Select vertices on the front and back of the polygons that will be the base of the leg
geometry. Press the O key to activate Proportional Editing. Press G to move them
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