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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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