# Modeling a belt and pants by making a compound object from multiple primitive objects

## Video: Modeling a belt and pants by making a compound object from multiple primitive objects

All right, let's give captain knowledge some pants. So we're going to start with a circular shape. Now instead of using just 8 vertices, let's go ahead and use 16, double the amount just to give us a little more resolution. And again how many you use is totally up to you and the power of your computer. So I added this in top view. I have Render setup that whenever I add an object, it adds it Aligned to View. So if I add a circle in top view, it's this way, but then it looks straight on in front view and in side view.

## Modeling a belt and pants by making a compound object from multiple primitive objects

All right, let's give captain knowledge some pants. So we're going to start with a circular shape. Now instead of using just 8 vertices, let's go ahead and use 16, double the amount just to give us a little more resolution. And again how many you use is totally up to you and the power of your computer. So I added this in top view. I have Render setup that whenever I add an object, it adds it Aligned to View. So if I add a circle in top view, it's this way, but then it looks straight on in front view and in side view.

So we're going to scale it down because he has got a pretty narrow waist. Now I can't say here because his arm is occluded and that's usually why you do a lot of perspective drawings with your figure in let's call it the T pose, which is with the arms stretched out to the side. So now when we Tab into Edit Mode, we Extrude these edges down. And we want it to be a stiff thick leather belt. So we don't worry about putting vertices in the middle here. Now the other thing we can do is select the Inverse. So we've selected this bottom row.

If we want to select this top row, we can go Select > Inverse, also known as Ctrl+I, and that switches and flips the vertices that we've selected. We're going to grab these middle ones and using a very broad Proportional Editing tool. Grab these and drag them up a little bit, where the belt rides up a little bit, there we go. Then for this belt buckle, we want to go ahead and add the belt buckle in front view. Notice how my background images are not perfectly aligned, and so I would have to go in and adjust the background images just a tiny bit, so that it aligns up perfectly in both views.

So you may have to fine tune down your background image offsets. All right, so now to add the front belt, I'm going to reposition my 3D cursor out here to the front, and add another circle. And notice now I've added two circles to the same object. I'm making what's called a compound object and I have to turn off Proportional Editing. Now when I scale this down in here, now I have some vertices from the circle going this way and others going the other way. This is an example of using multiple primitives to make a very complex object.

Just checking in Solid view now, I see that I've forgot to fill in this front face. So I can fill in a number of vertices by pressing Shift+F and that makes a filled face for me. Now I'm going to Extrude this a little bit, and scale it out, and Extrude again. But now I'm going to move those back. That will create a little ridge in that belt buckle. Extrude out again and this time scale. And Extrude again, but move it back.

Now he has a nice big fancy belt buckle. Now we can continue this Edge Loop down here, to make his pants. So now if I select two or more vertices down here on this bottom row, I should be able to do an Edge Loop Select, and then scale them in a little bit. I'm going to click S that scales them in a little bit. That gives that belt some thickness. And now I can Extrude the vertices down to make his pants, just following his front profile.

And now we can take these and use the Proportional Editing tool to draw them up. Cut out half because we're going to be mirroring this. And there we have the front of his tights along with his belt. So we've also seen here how to make a complex object and a compound object by adding multiple primitives together to speed up your modeling process.

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#### This video is part of

Blender 2.48 Essential Training

131 video lessons · 25902 viewers

Author

Expand all | Collapse all
1. ### Introduction

12m 5s
1. Welcome
1m 16s
2. Using the exercise files
58s
3. Using Blender's full capabilities
4m 16s
4. Getting and installing Blender
3m 8s
5. Mouse and keyboard differences on the Mac
2m 27s
2. ### 1. The Blender Interface

1h 6m
1. Blender oddities
7m 38s
2. Introducing the User Interface, Console, and Render windows
3m 8s
3. Configuring the desktop for an efficient workflow
6m 27s
4. Using the mouse and tablet on a PC or a Mac
5m 7s
5. Acquiring keyboard skills
7m 38s
6. Window panes and types
7m 53s
7. Exploring the default scene
5m 53s
8. Setting themes, UI colors, and user preferences
4m 0s
9. Understanding how to safeguard your data with autosave and backups
6m 52s
10. Appending and linking assets
7m 27s
11. Using the open-source movies and assets
4m 18s
3. ### 2. Modeling

2h 7m
1. Working with objects in 3D space
6m 24s
2. Navigating 3D views
4m 23s
3. Understanding Blender modes
1m 51s
4. Understanding meshes
2m 8s
5. Editing a mesh
3m 28s
6. Using the Mirror modifier
2m 55s
7. Working with Vertex groups
2m 35s
8. Using BÃ©zier curves
3m 52s
9. Working with text objects
5m 23s
10. Using reference images
3m 38s
11. Modeling boots by extruding circles and joining meshes
8m 59s
12. Applying the Mirror modifier to duplicate the boot and rotate
1m 58s
13. Modeling a helmet with NURBS and the Boolean modifier
7m 14s
14. Modeling a belt and pants by making a compound object from multiple primitive objects
3m 51s
15. Modeling legs by using edge loops and the Knife tool
6m 9s
16. Modeling a chest and arms using edge loops
5m 30s
17. Stitching the shoulders and neck
5m 13s
18. Modeling hands with the Proportional Editing tool
9m 4s
19. Linking vertices to create knuckle joints
4m 7s
20. Reinforcing modeling basics to create the face, eyes, nose, and ears
13m 6s
21. Appending and linking assets
3m 54s
22. Sculpting basics
3m 3s
23. Using the Subsurf modifier to smooth
2m 34s
24. Parenting
2m 7s
25. Working with groups
2m 1s
26. Understanding the endless possibilities for editing mesh with modifiers
2m 37s
27. Duplicating objects using the Array modifier
1m 54s
28. Modeling a set
7m 52s
4. ### 3. Lighting

39m 41s
1. Lighting overview
4m 25s
2. Using the Omni lamp
4m 50s
3. Working with the Area lamp
2m 57s
4. Using the Spot lamp
4m 9s
5. Using the Sun, Sky, and Atmosphere lamps
4m 51s
6. Using the Hemisphere lamp
2m 3s
7. Working with Ambient and Radiosity lighting
7m 34s
8. Lighting with three-point and other multipoint lighting rigs
5m 30s
3m 22s
5. ### 4. Shading

1h 21m
1. Realism overview
2m 56s
2. Creating a world in less than seven days
6m 36s
3. Applying ambient occlusion
3m 47s
4. Working with basic materials
3m 24s
5. Working with node materials
4m 27s
6. Applying Pipeline options
2m 51s
7. Painting vertices
3m 13s
7m 59s
9. Using mirrors
4m 41s
10. Working with transparency
4m 28s
11. Using halos
2m 40s
12. Simulating with Subsurface Scattering (SSS)
4m 26s
13. Applying textures
9m 34s
14. Mapping image textures to an object to create a decal
4m 19s
15. UV unwrapping
4m 54s
16. Applying multiple materials to a single object
3m 31s
17. Painting in 3D
4m 14s
18. Using bump maps
3m 14s
6. ### 5. Animation

1h 25m
1. Understanding animation
4m 14s
2. Keyframing objects
6m 15s
3. Keyframing materials
3m 14s
4. Creating Shape keys
2m 28s
5. Creating Facial Shape key animation using reference video
2m 12s
6. Animating by combining Shape keys
2m 53s
7. Working with lattices
3m 37s
8. Using hooks
1m 30s
9. Working with Vertex groups
2m 33s
10. Creating armature objects
3m 44s
11. Mirroring armatures for bilateral creatures
3m 43s
12. Attaching mesh to the armature by way of skinning
5m 7s
13. Posing a character
4m 43s
14. Using inverse kinematics
4m 29s
15. Creating a walk cycle with inverse kinematics
6m 34s
16. Completing the walk cycle
3m 49s
17. Limiting range of motion and degrees of freedom
3m 47s
18. Managing actions using the Action Editor
3m 52s
19. Blending actions together using the Non-Linear Animation Editor
4m 34s
20. Tracking
3m 2s
21. Following a path
2m 21s
22. Mimicking an existing animation
3m 47s
23. Using the grease pencil
2m 56s
7. ### 6. Simulation

50m 43s
1. Understanding particle systems
2m 20s
2. Working with game engine physics
3m 52s
3. Spewing particles
7m 25s
4. Guiding particles
3m 43s
5. Creating reactions and collisions with particle systems
3m 15s
6. Creating hair and fur
4m 25s
7. Grooming hair and fur
3m 26s
8. Jiggling and squishing soft bodies
3m 43s
9. Simulating cloth
6m 10s
10. Simulating fluids
5m 47s
11. Using boids to simulate swarms, schools, and flocks
6m 37s
8. ### 7. Rendering

21m 29s
1. Using Render controls
6m 18s
3m 31s
3. Stamping text on video
2m 32s
4. Setting up test renders
4m 43s
5. Rendering image sequences
4m 25s
9. ### 8. Compositing

1h 5m
1. Viewing node thumbnail images on certain Macs
1m 31s
2. Overview and integration
2m 12s
3. Render passes and layers
4m 27s
4. Using Input nodes
6m 22s
5. Using Output nodes
3m 54s
6. Working with Color nodes
4m 29s
7. Color mixing and layering
3m 27s
8. Using Distort nodes individually and in combination
7m 15s
9. Using Vector nodes
6m 46s
10. Creating effects with Filter nodes
8m 49s
11. Using Converter nodes
6m 7s
12. Chroma keying with Matte nodes
6m 15s
13. Understanding node groups and reuse
4m 17s
10. ### 9. Sequencing

38m 43s
1. The Video Sequence Editor (VSE)
11m 47s
2. Integrating audio
3m 31s
3. Using VSE Greenscreen and other plug-ins
5m 40s
4. Integrating the Compositor with the VSE
7m 50s
5. Layering and splicing video
6m 18s
6. Speeding up and slowing down sequences
3m 37s
11. ### Conclusion

5m 26s
1. Putting it all together: Captain Knowledge visits lynda.com
5m 12s
2. Goodbye
14s

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