Torso Modelling In Blender : Vol 1 | Fernando Williams | Skillshare
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Torso Modelling In Blender : Vol 1

teacher avatar Fernando Williams

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Course Promo

      1:02

    • 2.

      Interface Overview

      6:47

    • 3.

      Viewport navigation Master

      3:17

    • 4.

      Moving, Rotation and Scaling Objects

      5:09

    • 5.

      Extruding, Inserting and Aligning objects

      6:13

    • 6.

      Loop cuts and beveling objects start

      4:40

    • 7.

      Loading Reference Images

      6:14

    • 8.

      Blocking out geometry for the body

      6:57

    • 9.

      Blocking Out Geometry For The Shoulders And Pelvis

      14:38

    • 10.

      Creating The Arm And Connecting It To The Shoulders-

      6:52

    • 11.

      Creating The Leg And Connecting It To The Pelvis

      7:02

    • 12.

      Course Remarks

      0:27

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About This Class

In this course we will teach you how to model the torso with the correct edge flow and that can be able to deform properly. We use formula based easy to understand modelling principles that will help you to understand complicated tasks whether you be a complete beginner or an intermediate student.in this course you will learn all the fundamental techniques that you need as a modelling artist by learning how to visualize shapes and choosing the right polygon primitives such as spheres, cylinders, and boxes to complete a specific task.
By the end of this course you will acquire all the knowledge that you need in order to model the torso from scratch nonmatter what character model sheet you be presented with. Please take note that this course is a continuation of Modelling The Head : In Blender Vol 1 right here on skill share .My name is Fernando Adelino williams and i will be your instructor for this course , see you in the course, lets get started

Meet Your Teacher

Hello, I'm Fernando.

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Transcripts

1. Course Promo: Welcome to torso modelling in Blender volume one. In this course, we will teach you how to model the torso with the correct edge flow that can be able to deform properly when animated, we use formula best is to understand modelling principles that will help you to understand the complicated tasks. Whether you're a complete beginner or intermediate student. In this course, you will learn all the fundamental techniques that you need as a modelling artists by learning how to visualize ships and choosing the right polygon primitives, such as spheres, cylinders, boxes to complete a specific tax. By the end of this course, you will acquire all the knowledge that you need in order to model the torso from scratch, no matter what character model sheets you'll be presented with. Please take note that this course is a continuation of modelling the head in Blender volume one right here on Skillshare. My name is Fernando a. Delano Williams, and I'll be your instructor for this course. Let's get started. 2. Interface Overview: Okay guys, welcome back to the course and in this lecture, I'm going to be showing you the blender interface. Alright, so I'm just going to press a on the keyboard to select all these objects. And I'm going to press X to delete. Alright? Okay, so this is the 3D view and this is where you do most of the modelling. So if you want to add an object right here, you just need to come here to this menu here and you go to Mesh, and you can add a cube right here. And the other way you can add objects right here is by pressing Shift a on your keyboard. And that will give you the Edit menu. So you can come to mesh again. And you can choose probably a con. And you can actually move it either in the y-axis or in the z-axis. Alright, right here we got the tools shelf here. And we got this Rotate tool here. So this one is actually for the rotation of an object that you might have right here on the 3D view. And we got the scale. The scale will help you to scale this, then the z-axis or in the y-axis. So that's basically what you need to know in terms of this tool shelf here. I'm going to explain more things as we go along the coast. Alright? The other thing, if you press N on your keyboard and select an object, let's say like a cube, you can be able to see the location of that object. And you can see now that this object is rotated a little bit in the z there. Alright, so if I can put zero here, you can see now that it's rotated zero degrees in the sea there. Alright? And we also got this panel here, and this panel is called the outline. So these outliner helps us to organize our mesh here, okay? And this is where you can rename these lake. You can call it box and you can rename this as well too, in other name that you may like. If you can see here these things that are in a collection. If you want to move this to another collection, or you just need to do is you need to press M on your keyboard and you say new collection. And let's say we call it box. And hit Enter, Okay, and then hit Okay. Then you can see now that we've got a box collection here. In this box items is actually sitting inside there. Alright, so you can take some of these objects like the top view, you can drag it and put it into this collection there. I'm just going to undo that, right? And you can also hide this collection, and you can also hide this collection. Let's take e.g. that you have got a lot of objects in this collection. Here you can see we got three and we just want to hide just one of these, let's say the con. So what you need to do is you need to, you don't need to hide the whole collection. What you need to do is you need to come to the corner and click on this eye here. Alright, they need that way you'll be able to hide this con, alright, coming here, you can see now that will go to file and this will actually help us to open the files and to save. If you want to save, you just come here and save. If you want to import, you just have to come here to import. And this is where you do the export as well. Alright, and we got this edit tab here. So if I come down here to preferences, you can see now that we go to the interface and will go the theme, and we go to also this add-on section here. If you want to install an add-on that you downloaded some way, you just click on install into located the new heating, store it on, then you can be able to have it on the list here. Alright? And if you come here to system, you can see now that we've got Cycles render device here. If you've got a graphic card, your graphic has to be listed here, then you can be able to select it from the drop-down menu. If you got a graphic card, please just come here and select your graphic card. Then you'll be able to use it in blend. Alright, And after you've done that, you just need to come here and click Save Preferences, alright, then you'll be able to have your graphic card always working right here and blend. So I'll be explaining these ones as we move along the course. I'm going to explain this section in the coming lectures and coming here. This one is called the X-ray mode. So if you are in x-ray mode, you can be able to see other things that you have on the other side. So you can actually be able to see the edge of this cube from that other side. Alright, perfect. And if I click this icon here, it gets me into wireframe mode and I can be able to see the wires that actually mix-ups these objects that we have right here. Alright? And if I click this one and deactivate this x-ray mode, you can see now that we are big way we started. So this is called the viewport shading. And if I come here, let me just come in here and create a colorful this, right? And I'm gonna change this to red. You can see now that we can be able to see this color of this object, alright? But if I am in object mode, you cannot be able to see that. Okay, So this is good for things like texturing and then basic materials. So I'm going to show you how this works in the future. And we got this random mod here. So if you've got a camera, you can be able to render whatever project that you have here, right in Blender, and you can be able to export it out. Alright? And we also got this other section here. We can add things like materials to an object, just like we just did here. And we have course things like verdict groups. And we got things like modifiers. If we want to smooth this object right here, let me come back to viewport shading. If you want a smooth it, you'll come to this panel and you can just choose probably subdivision surface, then you can be able to smooth this object. Alright? So this is basically it in terms of the interface. And coming here, we've got different kinds of mod z. So we got what we call object mode. And this is the object mode for this object, and we'll go to Edit mode. So if we're in edit mode, then we will be able to manipulate the points on this object here so I can tweak the ship right here, okay? And if I'm in scout mode, I can be able to carved on these objects here, alright? And if I am in vertex paint, I'll be able to paint some vertex is here. And if I am in weight paint, I'll be able to paint as well, the weights and texture pane to be able to add some colors to this object right here. Okay? So this is all you just need to know for now in terms of the interface, then most of it, we're gonna go through it as we go along the cost. So that's basically it in terms of the interface overview. I will see you in the next lecture where we're going to go through some Viewport navigation. And I'm going to teach you how to navigate through this interface. Alright, I'll see you in the next lecture. 3. Viewport navigation Master: Okay guys, welcome back to the course and in this lecture I'm going to teach you how to navigate through this Blender interface. Alright? So if you ever wanted to rotate this viewport, all you just need to do is you need to press and hold your middle mouse button. Alright, so you press and hold your middle mouse button, you'll be able to rotate through this viewport. Alright? And the other way you can do it is you can come here to this navigation gizmo, and you could just click and hold and ten things around. So this way you can be able to rotate through the viewport, alright? And if you wanted to pan things, all we just need to do is you need to press Shift on your keyboard and press and hold your middle mouse button. Alright, this way you can be able to pan things. And the other way you can do it is you can come here to ever go this hand here and you can just click and move it around to where you might want to go. Alright, if you want to zoom this viewport, all we just need to do is you need to scroll your middle mouse button. Alright, so you'll cry it. Then you can be able to zoom. Alright? You zoom in. You can zoom out. Alright. The other way you can do it is you can come here to this plus or magnifying icon here, then you can actually, you know, do the very same thing. Alright? If you want to rotate, press and hold your middle mouse button and just start moving. Alright? If you want to pan, press Shift on your keyboard and press and hold your middle mouse button, then you can pan. You want to zoom, scroll your middle mouse button, alright, like this, then you can zoom in and out. Alright, so that's it in terms of rotating, panning and zooming. Okay, So for us to be able to design things properly, right hand blender, we need to know where we can get our front view, side view and our top few. Alright, if you wanna get your front view right here and blend at all, we just need to do is you need to place one on a numeric keyboard. You can be able to get your front view. Alright, the other way you can get it right here in Blender is you can come here to view a right? And you can go to viewpoint, and you can go friend. Alright, Perfect. Then if you wanna get your side view, you can press three on your keyboard. Then you can actually get your side view. Alright? You're right. Orthographic view. The other way also is just coming here and you can get you on your right orthographic view right here. Okay, Perfect. And if you wanna get your top view, you can press seven on a numeric keyboard, then you can get your top view. Alright, the same way. You can just come in here viewpoint and you can get your top. Okay, So this is all you need in terms of navigating through the view port right here in Blender. And I encourage you to know these shortcuts. Alright, so I'll just make sure that for your front view, you'll press one. For your side view, your press three or numeric keyboard, and for your top view, your press seven. Alright, and this will actually make our life a little bit easier and faster right-hand blend. Okay, That's it from me and I'll see you in the next lecture. And I'm going to teach her how to manipulate this objects that you have right here in Blender allright 4. Moving, Rotation and Scaling Objects: Okay guys, welcome back to the cost. And in this lecture, I'm going to be teaching you how to manipulate these objects that you have right here and blend. Alright? So for you to be able to select an object right here in blender, you just need to left-click on the objects. So you left-click on the object, then you can select this object, alright? And you want to select this one, you left-click, you want to select this one, you left-click. Alright? So it's as simple as that. And if you want to select all this object at once, you just press a on your keyboard. If you want to delete all these objects, you just press X on your keyboard. Then you'll get this menu here, and you just press Enter, then you'll be able to delete all those objects. Alright? Okay, so I'm just going to undo what I just did right now. And I'm going to bring back all those three objects, alright? For you to be able to move these objects that we have here. First, you have to select it, all right? And you can come here to this, move to here, alright? Alright, in Blender, we got three axes. Here. We go the z-axis which is going up, and we got the x-axis which is going in this direction. And we also go the y-axis, which is going in this direction. So you can move this object in three directions, alright? So you can choose to move it in the x direction, or you can move it in the y, alright? Or you can also manipulate the set axis for this object. Okay, Perfect. So that's basically it in terms of moving an object. You just need to select the object and you can move it to a that on the x, on the y and z. Alright? The other way of moving objects right here and blend up is by using keyboard shortcuts. If you select this object and you can press G on your keyboard, you'll be able to grab this object and you have to tell it in which direction you want to grab it. So if you press X on your keyboard, then you can be able to grab it through the x-axis. Alright, Let's say e.g. you want to move this object is five units in the x. So all you just need to do is you hit G for grape, alright, in your press X to specify the axis, then you'll press F5 on your, on your Medicare. But then you can see now that we managed to move this object five units in the x-axis. And if you can press N to bring the Properties menu, you can see we moved to this object by 5 m or right. You can move it in the negative direction as well, but just by doing the very same thing, Alright, let me just zero this one out. Okay? So that's it in terms of moving objects, right in Blender. And if you want to rotate this objects, you just need to do is you need to come here to this rotation gizmo right here. So you can see now that this rotation gives more, have got the x axis and the y-axis, which is green here, the x is rate, and the z axis, which is actually blue. Okay? So if you want to rotate through the x-axis, you just click here and you continue holding and you turn things around, alright? And if you want to use increments, you could actually get press Control on your keyboard, then you can snip it to a five degree angle so that way you can be precise, right? And if you want to rotate slowly, you press Shift on your keyboard. These can rotate very slowly. Alright, perfect. The same applies to the Xerox is click on the z axis and you can just rotate in the zed axis. Press Control to snap it to the degree angle that you might want. Alright? And the same applies to the y-axis. You can rotate in the y-axis as well. Alright, so I'm just going to undo all that I've just done there. Alright, so that's one way of rotating objects, right hand blender. Most of the time when you are rotating things right hand blender, you just need to be fast and quick. You might not need to come here to this rotation gizmo, if you want to rotate in the z axis by 30 degrees, you just hit R for rotation. Is it for the axis and fit? Alright? Then you can be able to see now that we've rotated this 30 degrees, okay? So that's it in terms of rotating objects right here and blend. Let's talk a little bit about scaling now. So if I select this object, I can come here to the Scale Gizmo here, and I can scale it in the y, e.g. I. Can scale it this way, alright? And I can also scale it in the X-like that. Alright? And I can scale it in this z like that. Alright? So this way you can be able to manipulate the scale of this object, alright, the other way you could do that without coming here to the Scale Gizmo is you could actually stay right here on your Move Tool. And if you want to scale this object in the x-axis is the very same thing. You're just press S for scale and X4 axis and you can save three, then you can be able to see that we can scale this object three times in the x-axis. Alright, so these are the hand keyboard shortcuts that you need to know right-hand blender. And most of the time I might be using the keyboard shortcuts. Alright, that's it for me. I'll see you in the next lecture. 5. Extruding, Inserting and Aligning objects: Well, you to be able to manipulate the points on this object, you just need to come here and change these to edit mode. Alright? So you can actually manipulate these individual points. So these individual points that you have here is called vertices. Alright? So this is a vertex, vertex, a vertex and the vertex, alright? So this is the vertex select mode. Alright? And do we have this thing like a line? So every time you can click here, you can see we've got something like an H. So this is the edge mode, alright? And you can select the edge like this and you can move it as well in any direction that you might want to move it. Alright? And we also got this thing like a polygon. So this is actually called polygon model face mode. So you select this face here and you can see this face. I've got four sides. Alright? You can see it go to 1234 and this is called acquired. Alright? So this is what we are looking for every time we'll be modeling right here, blend or we need to make sure that we maintain clients. In a matter of fact, we need these quads to be almost of the same size. We might not get them exactly the same size, but we need to make sure that they almost look the same. Alright? If you want, I'm unemployed, you're vertices just clicky on the vertice mode and you can just manipulate. Alright, you've won your age mode. Click here, and you can get from a GCM if you want to face mode, you can just come in here and you can select your face mode. Alright? So let me teach you a little bit about what we call extruding. Alright, so if you select this face here, you can extrude it. Alright? So the way you do that right hand blender is you can come here to this thing here. So you click on this, it gives you this plus. So it's let you know that you are about to expand that by extruding so you can push this. You can see now that we've got a new face that is just created out of this array. So that's basically extruding right here and blend. Alright, the other way you can extrude things right-hand blend is by pressing E. So you press E on your keyboard, alright, and press Enter. Then that polygon that you extruded, it's just sitting on top of that. So you just need to move it in the axis that I want to move it. So you can see now I can move it in the wider. If I select this one and I hit E for Extrude and press Enter, I can now move it in the x direction. Alright, so this is how you can actually start manipulating this object's, alright. And if you want to rotate the orientation of this face, you can do that as well. You can come in here. You can just rotate that in this Z, okay, perfect. And you can just come here and click this extrude region and you can extrude it. Alright? And you can see now that is conforming to the direction of the rotation that we have right here. Okay, Perfect. So that's it in terms of extruding objects right here in Blender. And we go to another one that we call inserting. For you to be able to insert a face right here and blender, you can come right here and you can click right here. And it's the region inset faces. Okay, So you can click here, alright? And you can just insert a fist like that. Alright, perfect. And after inserting a face, probably Let's say you want to extrude this. You might hit E on your keyboard to extrude that. Or you can still come to face and you can say extrude faces and you can see what you come up with. Alright, then you can put this thing inside there, something like that. Then you can insert again. You can come in here and press I and you can set, alright, Perfect. Then if you want to extrude again, you can either hit E, alright? And you can specify the axis by hitting Y, then you can just move it out to something like that. Alright, so that's basically it in terms of extruding and inserting faces. Alright, now, the other thing that I need to teach you right now is what we call aligning objects are learning whatever face, vertex or whatever I tease. Alright, so if you come right here, you can see we've got this thing that looks like a magnet, and this is called snap tools. And let's say e.g. we want these to be exactly aligned to this edge here. And if you want to try to manually is going to be a little bit complicated for you, no matter how much you can try your manner, getting 100%, alright? The best way you can do to outline things perfectly right in Blender, especially if you are doing design work, you need to be very precise. So you can come here to snap to and you can click on it. Alright, and you can come here to where we got this arrow here. And you just need to choose one of these so you can choose vertex snapping option, alright, and let me show you how you're going to snip. Now. You come here and you drag Lisa. You want to snip this in the y-direction. So you drag and you can click right on that point, you know, go to FedEx there. Alright, then this thing is aligned perfectly, alright? If you want to align with edge, alright, It's very simple. You just need to point on this edge. So you click the axis that you want to align like the y-axis, then you can click on that edge. Then this thing will be aligned properly. Alright? So this is one thing that is very, very important. You need to make sure that you align things hundred per cent right here and blend. Let's come to the vertex is here. Alright? Let's say I move this vertex like this, alright? And I would want this vertex to be aligned exactly on the same position with this one. The best ways I have to come here and choose vertex, alright? And I just need to align it. I can see that the axis that I need to align it is the x-axis. So I just need to move this and hold and a point on this other vertex. And you can see now that this thing is aligned perfectly in the x-axis there. Alright, so that's it in terms of aligning objects, light here and blender does it for me. I'll see you in the next lecture. 6. Loop cuts and beveling objects start: Okay guys, welcome back to the course and in this lecture, I'm going to be teaching you how to bear for objects, as well as adding loop cuts to an object. Alright? And as you can see here on this scene, we get our camera cube and light. So I'm just going to go ahead and select this cube. Alright? And if I want to get into edit mode, I just want to come here two ways written object mode and I'm going to select Edit Mode. Then you can be able to see that we can manipulate this object a little bit better. The other way you could do it as well is you can just tip Tab on your keyboard. Then you can see you, I'm in edit mode. Then you can be able to manipulate the points inside here. Once you are done with what you're doing, you can hit Tab again, then you can go back to object mode. This is a good way of getting into edit mode and object mode. So you just press Tab, you're in edit mode. Press Tab again, you and object mode. Alright, so we want to bear for this object a little bit, but before we beveled it, I want to teach you how to add loop cuts. Alright, so to add loop cuts on your object, all you need to do is you need to come down here, alright? And you can see this object here written a loop cut, so you click on it. Then you can be able to click anywhere on your cube and you can be able to add some loop cuts. Alright, let me go back to my move to here. Alright, the other way you could do it as well is you can hit Control and arrow on your keyboard. And the good thing about this is if you scroll your mouse wheel, you can actually add more edge loops Friday so you can scroll up and down to it. As men age ellipsis you need, alright, so I'm going to add three for now, alright? And I'm going to hit Control R again, and I'm going to scroll my mouse wheel and two, I get three there. Then I'm going to click. So you can see the keyboard shortcuts help us to be a little bit faster right-hand blend. Alright, then there's something that we call beveling an object right hand blender to bear for is just to mix something a little bit smoother or write or to round the corners of that object. Let's say e.g. I want to select this loop here going all this way. I could come here with this vertex selected here, and I could select 123 like that in this long process, if you hold Alt on your keyboard and click alright, then you can be able to select the whole loop right here at once. And if you want to add another edge loop to this one, which you already have, you press Alt and you press shift to the new can click, then you can have some more. So let's do it again. Shift click, then you'll have more edge loops selected. And you can see this one is going all the way to the back there because this edge loop is going like that. Alright? And if I want to deselect, Let's say the middle one, all you need to do is you need to click Alt Shift and click on that edge loop that you want to deselect. Then you can see now that that edge loop is deselected. So this is how you add an edge loop. I'm going to show you a little bit of it in the next future. Alright? And if we want a beer for an age like this, edge is a little bit rough. So we went around it some more. So I'm going to hit Alt and click on this edge, and I'm going to click Control D on my keyboard. And this way you can be able to round that. So if you scroll your mouse wheel, you can see now you can add one or two or three edge loops there. Alright? So you can see now that we were able to round this geometry little bit, Let's come to this side and I'm going to Alt, click on this edge here to select it. And if you want to do it manually, right here in blender, you will have to come to edge and you choose bevel edges. So you get the very same kind of thing and you can just scroll your mouse wheel to add one or two edges in between there. Alright, let's say I come here to this face select mode, and I want to select all these phases. So if I click, I will have to hold Shift and select this end. You know, this is a painful way of doing things. So let's do it here. Press this polygon and press Alt on your keyboard and select this edge here because we want this one, alright? And if we want this one in the y-axis, you need to select this and make sure that you select an edge pointing in the y direction like that. Alright, so that's basically it in terms of babbling objects and selecting loop cuts right here and blend this. I'll see you in the next lesson where we're going to start loading reference images for our current. Alright? 7. Loading Reference Images: Guys, welcome back to the course. In this lecture, we're going to be importing reference images for our character model. And I'm going to press a on my keyboard, select all the items in the scene, and I'm going to press X and I'm going to hit Delete. Alright? Okay. I'm going to press one to go to our front view and I'm going to go to the fold away. My reference images are stored. So you just need to go to the location where you downloaded your reference images to. Alright, and I'm just going to come in here to the Swan written character front. So I'm just going to drag this one here, and I'm just going to put it and drop it right here in the front view. And if I can press N on the keyboard, and I can come here to do the transform properties. I wanted this location right here, so I'm just going to click and drag to select everything. And I'm just going to zero out everything here. And I'm going to come right here on this panel to where we got this kind of a cube thing with a dot and a triangle in there. And this is called the image properties. Alright? So I'm just going to come here to opacity and I'm going to check this box and I'm going to dial down the opacity of the image. I'm just going to doubt it. Probably 2.25 or something like this, so that it's not too much harsh to our eyes. Alright, after this, I'm going to come back here to our transform properties, and I'm just going to push this z going up. Alright? I think these images are not quite matching properly. So what I'm gonna do is I'm going to use this profile view so that I can be able to align it properly. So I'm just going to bring the profile down until it touches the ground. I think somewhere, like they could be good to go. And I'm going to copy this value of 1.74. So I'm just going to hit Control C on the keyboard to copy it. So we got this image plane now, sit, so we're going to name this and we're going to call it character. And I scroll. Let's call this front. Okay, perfect. And I'm going to press 32, go to this side view. And what I wanna do now is I'm gonna go back to the folder where we got the reference images and then I'm going to take this one written character profile and I'm just going to drag it straight into Blender, alright, and I'm going to drop it right here on the right orthographic view. And I'm going to come here and I'm going to zero everything to begin with. All right? And I'm going to come here to the Z properties, and I'm just going to paste the value that we had from the front. Alright? And I'm going to come here to the image properties and opacity. I'm just going to change this to 0.25 again, alright, so that it might not be too harsh for us to work with. Alright? The other thing that we wanna do is let's come here to the perspective view. You can see that this image planes I actually sitting on the center of the grid and this is where we're gonna be doing the modelling. And we don't want this to happen. So we want to hide this image planes from the center of the grid. So what you can do is you can just click probably this character front. Let me just double-click and copy this. And I'm just going to paste it in here. And I'm going to call this one profile. Okay, and I'm gonna hit Enter, alright, with a character profile image plane selected. I'm just going to come in here to the image planes and I'm going to come here always written Show in orthographic perspective. I'm just going to make sure that I deactivate expected. Alright, I'm going to select this one as well, and I'm going to do the same thing. Alright? So now we go to one problem-solve. Now, if I can hit one, you can see that we got our front view in place there, but we also got a line running through here. And this is the image plane from the profile view that is actually doing that you can see as I select here. So what we wanna do is we want to disable these. Now, if I can come in here to my perspective view and I can hit Shift a and I'm going to go to Mesh and eta cube. And I'm going to come here to the move tool. And I'm just going to pan in a little bit. Alright, you can see now that the top view is actually defined by the zed axis, alright? And the front view is actually defined by the y-axis and this side is defined by the x-axis. Alright, I'm gonna press one on the keyboard to come to our front view. And I'm going to press X and I'm just going to delete that cube. Alright? So what we wanna do is we want to deactivate this line. And if I hit three, you can see that it's also showing on the profile view. So we wanna deactivate this image planes from destructing us. Alright, so what we wanna do is we want to come to the front view by pressing one end. And the front view is actually aligned with the y axis. So we need to come here to the location and we look for y-axis. So what we can do is we can just doubt these two, the negative direction so we can go -100. Alright? And if I can go to the side view, you can see now that we don't have that image plane destructing us here, let me go to the front. The saw, the profile view is actually defined by the x-axis. So what we wanna do is we want to come to the profile V and go to the x-axis and we just want to dial minus hundred on the location value. Then you can see now that we don't have that. And the other thing that you wanna do before you start modelling is that you'll want to come here to where we got to this Kindle Fire located here. And you want to click right here. And you want to activate this thing that looks like a pointing arrow. Alright? And you can see now it's over this side. So what you wanna do is you want to click to deselect your character profile view and click this character front. This will actually hide the image plane so that you're not accidentally select them as you do the modeling. So this is what we need to do in terms of importing reference images for our character model. Alright, I'll see you in the next lecture. 8. Blocking out geometry for the body: Hey guys, welcome back to the cost. And on this lecture we're going to be blocking out the board of our character geometric. Alright, this is where we left off from the last lesson. And I'm just going to come down here to the center of the grid. And I'm going to press Shift a on our keyboard to call the Edit menu. Alright? And we will go ahead and start with a box. But I think it will take a little bit of shipping. So I think the best bet here might be a cylinder. Alright, so let's start off with a cylinder, alright? And to list 16 segments. Alright, remember when we did clear to the neck, initially we had 14 ages on the neck. Then we added one more when we were doing loops for the mouth. So we ended up having a resolution of 16. Alright, so we want the resolution of the neck to match up with the resolution of the, of the body here. Alright, I'm going to select my body geometry and I'm going to start scaling it. Alright? Okay. And I'm gonna go to my front view and I'm going to lift it up. Okay? Alright, let me activate wireframe mode here. So I want to put it right here on top of the pelvis. Okay. So these are pelvis right here. So I'm going to put it right on top of the pelvis here. Okay. And I'm going to scale it a little bit some more. Okay. And I'm gonna put it back on top of the pelvis. Alright, if this killing is not helping in this case, you just need to tab into edit mode. And I'm going to select these vertices here. And I'm going to scale in all directions by pressing S on the keyboard, alright, and I'm just going to lift it up a little bit. Okay? Then I'm going to come to these top fittest easier. And I'm going to lift them up to where we go, the top of the cleavage there, alright, and I'm going to drop them there. Then I'm going to scale again in all directions, okay. Until we got something that looks like this. Okay, perfect. Then I'm going to hit Control R on our keyboard and I'm going to put probably three lobe custody. Okay, and I'm going to click and I'm going to take this one and I'm going to scale it some more so that it can fit what we have there. Alright, and I'm going to take this one and I'm going to scale it a little bit some more. Okay? And I'm going to push it right there where we have the bottom of the ambient there. Somewhere there. Okay, perfect. Alright, then I'm gonna come in here and I'm going to put it right on the west there. And I'm going to scale it in all directions. Okay, something like this. K. If you go to your side view, you can see what kind of a geometric we have. Alright, and I'm just going to push this, I think is a little bit higher. I'm going to push it down, alright, until we have the pelvis there. I think our profile v is giving us a better indication. Alright, then I'm going to select these vertices here and I'm gonna push them forward, something like this. So you can see actually that things are a little bit in matching coming to this edge here, we need to come to our scale tool and we go to scale in the y axis only. Alright? So when it comes to the profile, we just need to scale in the y to get things fitting here. Alright? And I think I need to scale it some more, alright, in the y, okay, something like this, then I can push it into position. Okay? Same applies to this one. I'm going to push it back. Alright, faced, then I'm going to get my Scale Tool and I'm going to scale it and the why, something like this. Alright, then I'm going to push it into position. Then I'm going to come into this one. And I'm going to push into position. And I'm gonna get my Scale Tool. And I'm going to scale in the y as well, alright? And I'm going to push it into position like fees. Okay. I think we've got to scale it a little bit some more. Alright, something like that. Okay. Something like that can do. So the other thing that we can do is that we can also rotate this geometrically so that it can match up with what we have there. So you have to press R on your keyboard and just begin turning these things. Alright? And I'm going to put it into position there. Same applies to this one. I'm going to press R and I'm going to rotate it. Okay? Alright, and I'm going to push it into position, okay? Sometimes you see that this thing is not reaching further back. You can as well select some of these vertices and you can just push them back, like so, okay? Alright, kinda thing like this. Alright. Coming into this one I think we can just rotate it a little bit more. Something like this. Alright. And going back to our front view, you can see what we have there. Then we want to start adding more edge loops here. So I'm going to add one more edge loops right here on the sender. And right here, I'm going to add one more, okay? And I'm just going to scale it in all directions so that it can fit our drawing there. Okay, something like that. Then coming back here, I'm going to put one more here. Alright? And come back here down here. I think I can put two more. Alright. I'm going to take this one here and I'm just going to scale it a little bit so that it can fit what we have there. Alright, I'm going to select this top face disease here. And I'm going to hit E to extrude. And I'm going to press Enter and I'm going to push them up a little bit, like so. Then I'm going to press S to scale. Something like that. Okay. Something like that. I wanted to fit within that we have right there. Okay. Perfect. Then coming to the side view, I'm going to do basically the same thing. Alright? I'm just going to rotate it a little bit, Okay? And push it down a bit. And I'm going to scale it in the y this time around. So I'm going to go in the y like so. And I'm going to push it into position. Alright? So if it's not fitting 100 per cent, you can come here and actually push things around. Okay? Then coming back to our viewport shading, you can actually see what kind of a body geometry that we have going here. Alright, so this is what we have in this lesson. And in the next lesson we're going to create a geometry for the shoulders and the pelvis here. Okay, so I'll see you in the next lecture. 9. Blocking Out Geometry For The Shoulders And Pelvis: Okay guys, welcome back to the course and this is where we left off from the last lesson. In this lesson we're going to be creating the shoulder. So for character in the place where the Army is going to connect. And we're going to come down here as well. And we're going to create the pelvis area here where the leg is going to connect. Okay. So to begin with, I'm just going to come in here and I'm going to tap into edit mode, and I'm going to come to face mode and I'm going to select this polygon here. And I'm just going to press X on our keyboard. I'm just going to say delete faces. I'm going to come in here to the front view and I'm going to activate a wireframe mode, okay? And I'm going to select half of this body like so. And I'm going to press X and I'm going to press delete faces. Okay? The reason why we want to do that is we want to come here to our modifies tab and we want to add a mirror modifier, alright, something like this. Then I'm going to enable clipping, okay, coming back to our side view and select in vertex mode, we want to start shipping this area here. But before we do that, I'm just going to come in here and I'm going to split this view into two, and I'm going to bring my front view here. I wanted you to see what's going on in the front view here. Alright, I think we're going to use a resolution of eight for the arm here. So probably 1234, okay, and we got an extra here. So what do we wanna do first is we just want to push these things out of the way. And push these out of the way as well. Alright, let's push this one here. And we want to push this one right here. Perfect coming Becky, I'm going to take this 1234 polygons here, alright? And I'm going to come to my, to my viewport shading here, alright? And I'm just gonna go straight away to extrude this. Okay? So I'm going to hit E on our keyboard to extrude. And then I'm going to push this in the x. Okay? We're gonna pick our Rotate tool here, alright? Okay, so we're going to rotate in the y, like so, like this. Let's see how we're looking there. Okay, I think that's quite perfect. Alright, then I'm going to come back here to my move tool and select my vertices here. Alright, so why do we wanna do right here? This side? We just got to come here. Let me activate a wireframe mode. Then we got to push these guys in all directions. So we want these guys to match up with what we have on the drawing here. So we want them, we went to I selected the wrong one there. So we want them to be closer to what we have there, alright? And we want them to be secular as well. Okay? Alright, something like this, something like this. I'm just going to push this one to be somewhere in the middle there. Okay. Something like this. I want it to be more secular. I'm just going to try to relieve stress on these ones. Okay. So from the side you got to push from all directions, okay? Okay. So if you look here in the Viewport Shading, you can actually see what do we have there, alright, then we have to do a little bit of shipping right here in the front view. Okay, let me show you the front view here. What we want I have is that we want to have a straight line going all the way here to the top of the shoulder, just like what you see here, but this is not straight. So we want to start with this one, alright, then we want to push it in the x until it meets the shoulders somewhere like salt. Okay. Then I'm going to take, actually let me take this middle one. Then I'm going to push it right there. We want it to form a straight line going down there. Okay? So we want it to come down here. Alright, then I'm going to take this one and I'm going to push it all the way until it meets that line. Then this one, same applies. We're gonna put it right on that line. They saw we want this line to come down here. Let's take this vertex, let's see what it tastes like. It's that one. Then we're going to push it all the way until that line, and this one is coming out. We're going to push it on the line. Alright? And we got this one, which is this one. We're going to push it right on the line. Alright, let's see where we got this. Think something like this. And we have this one. We want to put it on the line there. This one, when I put it on the line, it's not 100% what we want, but we can select these and we want to try to make it a little bit straight. Then I'm going to take this one and I'm just going to try to bring it forward. This one for one, this one forward. Now looking at this now, you can see that we Lake resolution here, so we're going to go Control R on your keyboard. And we can add a line. Then this line can actually help us to ship the shoulder a little bit. We can add more resolution later on just to make sure that these things are conforming. Actually we can edit right now let's just do another line. And I'm gonna come in here and I'm going to push this one down to the line there. Alright? And the same applies to this one. You can as well throw another edge loop right there, okay. And you can just lift this one up. Okay. So coming down to the pelvis now, do we can take these two here, alright? And we can take these two here. Alright? You come in here and you go bridge edge loops. Okay? Then number of loop cuts. I think one, we need for polygons there. So we got two and we've got three now, and we've got four. Alright? And you can see it's twisted. We don't want that. So we want to come here to interpolation and we want to choose blend surface, okay? Alright, so we can see something like this, then that can give us an indication that our leg is going to come out through here. Alright? And then let's count how many edges we have now. Alright, so we got 1234 on top and it'll go 5678. Okay, so we're going to use a resolution of eight actually to deal with this. So coming back to the side view, now, I'm going to come here and choose vertices here. Alright? And I'm going to come into wireframe mode. Alright? So why do we wanna do is I want to drag all these guys to come down here, probably somewhere there. Alright. And I'm going to drag this one as well to come down there. And this, I'm going to drag it down as well. Alright? And I want to drag this one down. So what I wanna do is I want to bring this one right here. Okay. And I want to try to match this pelvis area that we have there. So I'm just going to bring these things down like so like that. Okay? And I'm going to bring these ones down here. Alright. Like that. Okay. So the pelvis see on the top is quite done. Then I'm gonna come in here and I'm going to push this guy. So I'm gonna go dub or G. I'm going to tip WE and I'm going to bring them close. Very close. Okay. Because we don't want to have a lot of flesh in between the legs day. Alright? So I'm going to bring them close. K, something like that. Alright? Then this one, I'm just going to push manually in the x and I'm going to bring it right there, somewhere there. Okay. Okay. Let me come back to my side view here. Then I'm just going to bring this one right here. Okay. And this one right here. Okay. And yeah, kinda thing like this. Let me come back here. And I'm going to push this guy here in the x. And I'm going to take this guy and I'm going to push it in the x as well. Alright? Alright. Kind of thing like these, folks can activate, beg my mirror modifier. You can see now these last thing that we call clipping now, and this clipping what it does if I deactivate it and I push this guy here, you can see that the sweat is, they go to the other side. So what clipping does, it makes sure that it makes sure that it unlocks this thing on the sender. Alright, then I'm just going to push this down and over. And this I wanted always well, because we don't want a lot of inflation between the legs. Then I'm gonna come in here and I'm going to lock that on up. When I come in here, bring it close. Come in here, bring it solve clause, right? And coming down here, I'm going to push these, and probably in the y bid and then this C. Okay? So coming back to the side view now and pricing wireframe, you can actually see what kind of a leg we have there. So I'm just going to try now to make sure that this thing is more rounded. I want to make sure that all these things are rounded. Okay. Let's see. Maybe I can push it there. I want to round it a little bit more. Okay. Then here you can see that we are missing resolution there. We can just come around and resolution there, and we can just come in and start pushing these things in this direction so we can round them a little bit some more, okay? And these things, we can pull it in some more. And I can come back here to view both sharing. And I'm going to select this Edge loop here, and I'm going to press F on my keyboard. I'm just going to put a face there. I just want to have a look at how this thing is looking. I think it together calming the x. So I'm trying to round it now. But basically that's what you need to do. That's all you just need to do. You just need to make sure that you keep rounding these things. I think this one is a little bit forward. So I'm trying to round it so that our leg geometry can come from that area. They're coming here to our front view. Now, you can actually see what kind of a geometrically we have. And we might as well come in here and push things so that they can be in a straight line kind of a thing. Alright? So it comes back to rounding again and we just need to make sure that we are pushing these things in the x as well. Okay, In the front view. So it's kind of a tucking effect. Alright? And now you can see now that all things are looking a little bit better. But here we lost our clipping this, so you just need to make sure that you tuck that in. Alright? So this is the kind of a body geometrically that we have them. And I think we might as well go ahead and join the head and the neck here. Alright, so we have to select the head, alright? And we have to delete the subdivision surface there, okay? So we select the head and we select the body, and we'll go Control J on our keyboard. That way we'll be able to join this into one mesh. We want to join the neck to the border now. So we want to select these and we just want to push it up a little bit, or select this. Select these and we want to push it down a little bit. Okay, I'll get with this selected, we're going to go ahead and select this. And I'm gonna go to edge, and we're gonna say Bree edge loops. Okay. We're gonna go to the side view now. Alright. And with wireframe mode activated, I'm just going to come in here and close this one. Alright? So I'm just going to close this one here. Alright? So I'm gonna come in here. Alright, and I'm just going to push this a little bit up. Alright? Perfect. And I'm just going to try to distribute some of these lines here a little bit there. Okay? Alright, something like this. So if we can go back to our viewport shading, you can actually see what kind of a geometrically we have there. But you can come around and now try to make sure that these lines are running smoothly. Okay? So it will be just a matter of trying to, you know, to tweak these things. Alright, if we can come now and we can add a subdivision surface, you can kind of see what kind of a, geometrically we have there. As you can see, we have lost the mirroring of our ID. So what do we just need to do is we need to select the eye, okay? And we can come down here to mirror, and we need to choose another mirror object. This time it's gonna be the cylinder, alright? And we can name it. And we're going to say, let's see, so let's write the body. Okay, this is how you create the shoulders and the place where the arm is going to connect. And this is how you create the pelvis where the leg is going to connect. Okay, so in the next lecture we're going to come up and we're going to create the, um, for our character and we're going to join it right here on the shoulder. Then later on we can come in, do the same with a leg here. Okay, so that's it from me. I'll see you in the next lecture. 10. Creating The Arm And Connecting It To The Shoulders-: Okay guys, welcome back to the course. And on this lecture we're going to be creating the arm in connecting it to the shoulders. This is where we left off from the last lesson. And what are we just going to do here is we're just going to get into it more quickly by hitting tab here. And before we can clear the arm, I think we just got too much resolution here. Let me just de-activate subdivision surface right here. Alright? So I'm going to hold clique, probably this edge right here and this H here against. And I'm going to hit X on the keyboard and I'm just going to say this of edges. Alright, I think that was a little bit too much. So coming back to our front view and tipping into wireframe mode, we can tweak things around, okay, so we can come in here and we can just try to sub-divide that. I think we hit just too much resolution there. Alright. Then coming back to viewport shading, all we just need to do is we need to come here to face select mode. And we're going to select these four faces here. Alright? And I'm going to come back to my front view by tipping one and I'm just going to hit E to extrude. Alright? Then I'm just going to drag this guy down, alright, something like this. Then I can drag it down to somewhere down here. Alright, and I'm going to come here and tap into wireframe mode, okay, I just want to see a little bit better. So I'm going to tip and rotate this, alright? And I'm just going to scale this uniformly, alright? Something like this. And I'm just going to pull it in position. I think it's a little bit smaller. Let's kill it a little bit. Alright, and I can just give it a little bit of rotation there. Alright, then coming into this, I think we need an edge loop for the elbow here. So we're going to hit Control R. And we're going to try to position that I think somewhere there. And I'm just going to rotate it a little bit, something like this. And we go to scale it uniformly so that it can feed it and we can move it into position. Alright, the other thing that we need to do is that we need to give this band right here, the elbow. And I'm just going to select these vertices here and I'm going to hit Control Plus tool to increase that selection there. Alright, then I'm going to go to my side view by pressing three. We're not going to match our reference image right here is you can see it's a little bit off. So what are we going to do is we're just going to rotate it just to give a band. Alright? Yeah, I think something like that could do. Alright. We need this bend here initially so that it can be eased for the patient always going to be doing the rigging fault these correct. Alright, coming back to our viewport shading, you can actually see what do we have there? We're going to hit one to come back to our front view and we're going to activate wireframe mode here. Alright, so I'm just going to hit Control R on my keyboard and I'm going to start adding edge loops right here. So I'm going to add probably three right here. And coming to this one, I'm gonna head probably three K. So I'm just going to come in here and I'm going to start pushing things into position. Alright? So I think it's quite matching. Alright? And I think we can and H loop right here as well, okay? And we can just check these vertices here. And we can actually push them up, something like saw, alright? And we can also click this edge loop here and we can put it in position. And we can click this one as well. And we can try to put it in plus the shin think is quite matching a little bit coming to this one. But we can just scale it in a little bit and put it into position. That thing, it was quite good enough though. And coming to this one, we just want to scale this up to match what we have there. Alright? Click this edge and scale it some more, alright, and put it into position. Something like saw, like a ride. And coming to this one. We just want to push it into position right there. And I'm just going to rotate this to match the contour that we have right there. Okay. And I'm just going to push it up. He had a position like so right here, the old ball, we got a band here. So we need to make sure that we got three edge loops right here at the elbow so that it will be able to animate properly. So the simplest way we can do that is by selecting this age and hitting Control B on our keyboard. So we're going to bevel it. Alright, so we're Beverly like this and we're going to throw one H loop right there by scoring your mouse wheel or something like that. Okay? And you can actually come here to the width and adjust things. Alright, so something like that could do. And I'm just going to come in here and I'm gonna just add a supporting edge loop right there. And the same applies to this one. Alright, so I'm going to edit supporting atrial up right there. And I can do that right here as well. Alright. And let me just redistribute this. I'm just going to okay. I'm just going to push this up here. And right here, I think we can add another edge loop right there. And right here. I think we can add one more edge loop. And right here on the bottom here we can add one more edge loop pockets so we can come up with something like this. And the other thing that you can do is you can come in here and start rounding some of this geometry here. So you can come in here and start rounding it up. And things like this. That's a little bit thinking, you can just come in here. And it's that rounding them off. Looking at these vertices, yeah, you can just tip W twice and you can try to distribute them evenly. Alright? Something like this. Okay, so it's just a matter of tweaking as we go along the coast. Alright, so that's it for this lesson. And in the next lesson, we're going to come ahead and create the Lego for character, and we're going to connect it right here at the pelvis. Okay, I'll see you in the next lecture. 11. Creating The Leg And Connecting It To The Pelvis: Hey guys, welcome back to the course and on this lecture we're going to be creating the leg geometrical for character and we're going to be connecting it to the pelvis. Alright, so I think what we can do is we can start off with a cylinder, then we can actually ship it and connect it right here together with the pelvis. Alright, so let's just hit Shift E on our keyboard. And we're going to add a cylinder right here. Alright? And I just want to make sure that I've got a resolution of eight. Remember? We did create the pelvis with a resolution of a. And all I'm just going to do is just starts killing. Then I'm going to come to my front view, right? And I'm going to scale a little bit some more. And I'm going to push this right here to the knee. So I'm going to actually activate wireframe mode so that I can see a little bit somehow want to put the send off that objects right here on the center of the knee, something like this. Alright, I'm gonna hit tab to tip into edit mode. And I'm going to take these and I'm just going to push it up like so. Alright. And I'm going to take this and I'm going to push it down all the way to the, to the angle there. Alright, and I'm going to come to my side view and I'm going to hit Control R on my keyboard. And I'm going to add an edge loop for the knee there, alright, something like this. Then I'm going to scale this uniformly, alright? And I'm going to put it into position, something like this. Alright, and I'm going to come here and I'm going to scale it uniformly. So we're going to come in here and we're going to scale uniformly right here on the side. Something like this. Alright? Then looking at this, I'm just going to start throwing edge loops right here. Alright? I'm just going to throw probably three edge loops right there, K. And coming here, I'm just going to come in here, Control R and I'm going to throw probably three as well. Okay, then I'm going to start shipping this calf muscles here. So I'm going to push this back and I'm going to scale this up. Alright, something like that. I'm going to pull this back. And I'm going to scale it. Just a hair. Alright. Come into this one. I'm just going to pull it back like that. I think there's quite good enough. And coming here, you can see that we need a little bit of reasonable option there. So I'm going to scale it and I'm going to push it back so that we can define those calf muscles a little bit more. Alright. And now coming to the front view, now, you can see that things are not too bad here. So what we wanna do now is we want to scale this in the x. So you just want to hit S for scale and you hit X so that you can ship this in the accelerant. And we started pushing. Or you can just take these guys and just push them in array, something like so. Something like that can do. Alright. Something like that. You can take these two and you can just push them in position like that. Alright? Same applies to this one. And this one applies to the sun. Alright? And coming here, you'll want to add a little bit of resolution right there, okay? You can just push this case. So I'm going to add one more right here, just to sub-divide those polygons there. And I'm going to add one right here. And coming back to our side view, you can actually see that things are still looking good. Since we got a band right here on the knee, we need to make sure that we add three edge loops right here. So I'm going to go Control B on my keyboard. And I'm just going to create something like that. And this is the kind of a leg geometric data we have coming back to our front view. You can see that things are quite matching up right here. Alright, then the next thing that we wanna do, we wanna come right here into the front view. And you want to hit R on your keyboard and you want to rotate this edge loop saw that it matches what do we have right there, okay, You can always will come here and just try to give us more rotation here. After that, you can come back here to your viewport shading and actual list get out of edit mode with this selected, I'm going to shift select this one and I'm going to hit Control J because I want to make it one body so that we can be able to bridge these two together. Alright, then I'm going to select this board and I'm going to hit tab to enter into edit mode. And I'm gonna deactivate my subdivision surface there. The next thing that I wanna do is I want to come here to face select mode. I want to select this face. And you select this face. Alright, so we're going to come here to age and we're gonna say breach 80 looks something like this. And probably we can go with marriage. I think something like that is quite good enough. And coming back to our front view and tapping into wireframe mode, you can actually start coming in here and start shipping these things again. Alright? And you can see here that we need an edge loop right there. And I'm just going to scale in our axis at this point in time. All right? And I'm just gonna try to round off some of that geometry there so that it can mimic what do we have there? Okay, I'm just going to round it a little bit some. All right. Let's go to the side view and you can see that we licked geometry here. So we're going to hit Control R on your keyboard or right? And we're going to start pulling some of that geometry there. Alright, then I'm going to come back to my viewport shading. And I can push this a little bit some more out. Alright. I can push this out a little bit some more just to ship it. They see. Alright. I think that's quite good enough. And if I can add my subdivision surface and come out of edit mode, you can actually see the character that we have right here. Okay? So this all you need in terms of creating the ligand and connecting it to the pelvis. So in the next lecture, we're going to go ahead and create the hand for our character here. Alright, I'll see you in the next lecture. 12. Course Remarks: I would like to congratulate you for finishing the course modelling the torso in Blender volume one. After completing this course, you can go ahead and check out my course right here on Skillshare, low poly hand modelling in Blender volume one. Therefore, taking the modelling close for cartoon characters volume one, I wish you all the best in your carrier, and this is your favorite instructor, Fernando added. Williams is goodbye for now