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Modeling boots by extruding circles and joining meshes

From: Blender Essential Training

Video: Modeling boots by extruding circles and joining meshes

For the remaining videos in this chapter, we are going to be doing some heavy-duty mesh editing and so it might behoove you to go back and review the fifth video in this chapter which was on mesh editing concepts, principles, hot keys, techniques that you can use to do the mesh editing. So we decided to do some fun and entertaining for this project. And so my very creative producer commissioned an artist to draw us our own very custom cartoon character and we are going to call him Captain Knowledge. We are going to start off with modeling the simpler parts of Captain Knowledge and then work our way up to the more complex parts and so we are going to start with his boot.

Modeling boots by extruding circles and joining meshes

For the remaining videos in this chapter, we are going to be doing some heavy-duty mesh editing and so it might behoove you to go back and review the fifth video in this chapter which was on mesh editing concepts, principles, hot keys, techniques that you can use to do the mesh editing. So we decided to do some fun and entertaining for this project. And so my very creative producer commissioned an artist to draw us our own very custom cartoon character and we are going to call him Captain Knowledge. We are going to start off with modeling the simpler parts of Captain Knowledge and then work our way up to the more complex parts and so we are going to start with his boot.

And in top view, let's go ahead and Add > Mesh > Circle. We only want 8 vertices and the reason we only want 8 is because the number of vertices that you start off with really affects the overall resolution of your mesh and the more vertices you have, the higher resolution, which means the more computing capacity that you need and so I'm going to construct what's called a low-poly model. So now that we've added this 8 vertices circle, I'm going to scale that down.

In this view, I'm going to zoom in here to fit the outline of the background image. We are going to rotate it and move it around a little bit so that it's generally lined up. Now it's time to start editing this mesh. So we tab into Edit Mode and we grab these outside edges here, drag them up, scale them in a little bit. Let's change our center to be a medium point between the two points, scale them into to match the outline of the boot and there we have it.

So now we have our first edge loop. I'm going to select that edge loop and we are going to press E to extrude those edges down to about midpoint. You can see there is kind of a flap that bends. So anywhere there is a bend, in any of the clothing or the character skin or the cloth or the boot, in this case, we need vertices because that's where Blender can deform the mesh. So now that we've moved this down here. Click Extrude again, on down to the bottom of this flap.

Maybe to scale it out a little bit. Now that's a good time to introduce the Proportional Editing tool over here or just by pressing O when you are in Edit Mode. It starts the Proportional Editing Mode. In the Proportional Editing Mode, when you grab just a single vertex, you get this circle here and the circle is a circle of influence and it means that any vertices that are within that circle will be affected proportionally. So even though I'm only moving that one vertex, other vertices are moving proportionally to it. Now the amount these other vertices move is proportional to the circle size.

So if I scroll my mouse wheel down, I'm closing up that circle and now as I move, only the center vertex is moving. We use this because in organic forms, there is no such thing as a straight line. Really nothing should ever be a perfect octagon when you are talking about muscles and skin and faces and arms and like that. Otherwise the character looks blocky. You always want to be able to move things a little bit so that everything is off a little bit, because it's the symmetry and the asymmetry that brings characters to life.

Now we are going to select this bottom edge loop and a way to select the bottom edge loop or any edge loop is to select two vertices that start the loop and then doing Select > Edge Loop. Now this flap must fold over the main boot somehow. So we are going to extrude, but we are not going to move the vertices or move our mouse at all, we are just going to click again to drop them in place. Now they are dropped right over the vertices we just extruded from. I'm going to take Proportional Editing Mode off and scale them inward.

You can see I'm creating like a little lip, pull those up a little bit, hide them from view. And now I can scale this in to reflect the rest of the shape of the boot, which is about where they are now. So I can extrude, come on down, down to like this mid-calf of the boot, scale it out, maybe rotate a little bit, align up with his calf shape to match the outline of the artist as he drew this boot. So now we have a pretty good boot shape for the main part of the shaft of the boot.

Now we need to work on the toe. So let's come over here to front-view. And in front-view add another circle of 8 vertices and scale that down. Now for this what we want to do is we want flat soles. So we are going to just take that one vertex and move it up and the rest of that makes a pretty good profile view of what a boot would look like. So if we need to make it a little smaller. So now we are going to introduce the Ctrl+L, which selects linked vertices.

So I have selected these vertices, but these aren't actually physically connected to the rest of these other mesh. So our mesh can contain many sets of disconnected vertices. Now we are modeling this boot as if it's straight on. We started with the circle with the front scene facing directly forward, but the artist has drawn him with his feet kind of spread apart, so we'll have to fix that a little later on but we want to model the boot as if it was just sitting there in the boot store. So now let's move this around the ball of his foot, scale it down, and again rotate it back.

Now we need to close up the front of the boot, position it to make it more like a foot that would fit in that boot. So we are going to select these vertices as well, and move them over. So now for this edge loop, Ctrl+E, to select in that ring and now we want to connect these. So what we are going to do is select 1, 2, 3, 4, and press F to make a face out of four vertices and that's a called a quad face.

You should try to use four vertices to make a face. 1, 2, 3, 4. Now if you happen to select the vertices behind here and that starts getting in the way for you, go ahead and just hide those vertices, remember how we hide vertices? We just select them and press H and the way they go. Alt+H unhides them and now we are ready to start on the back portion of the boot. So let's zoom in. sometimes just moving a vertex just a little bit makes a big difference in the realism and the appearance of a character.

So now with our 8 vertices selected are shown up here, you can see that we're already up to 80 vertices. We'll extrude it, so I can press Y and that constraints my mouse movement only in the Y direction and then extrude one more time in the Y direction by pressing Y and maybe rotating this a little bit, scaling it up, grabbing it, moving it up, so the boot is nice and flat and it kind of aligns up here. Now it's time to start stitching this boot part to the leg part.

And to do that, we are going to do some more little vertex merging. To merge vertices, we select both of them and from the Specials menu by pressing W, clicking on Merge, now there is a couple of different places you can merge them. I must always use the center. Over here on the side we repeat the process. Now here I want the boot to be more towards the outside, so towards the active vertex, which is the one that I last selected. So now when I do my merge, I'm going to do it at the last one and that snaps the outside of the boot there.

Here, I want to be kind of be in the center and we just work our way around the boot, stitching it together and then last but not least, we want to stitch the back ones. And now we want to go ahead and create those four faces on the back and again if the vertices are distracting you, you can always switch to Solid view and hide or occlude the background geometry, and that way those vertices that are upfront wouldn't distract you.

And we could just go ahead and create out four faces, now that we have merged. There we have a pretty good-looking boot. Maybe bring this out. Now we want to make it a little more round and all I'm doing is just grabbing vertices, moving them around a little bit so that things aren't so blocky looking and that's how you make a low-poly boot.

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This video is part of

Image for Blender Essential Training
Blender Essential Training

131 video lessons · 25221 viewers

Roger Wickes
Author

 
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  1. 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. 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. 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 Bézier 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. 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
    9. Understanding shadows
      3m 22s
  5. 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
    8. Using shaders
      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. 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. 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. 21m 29s
    1. Using Render controls
      6m 18s
    2. Radiosity
      3m 31s
    3. Stamping text on video
      2m 32s
    4. Setting up test renders
      4m 43s
    5. Rendering image sequences
      4m 25s
  9. 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. 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. 5m 26s
    1. Putting it all together: Captain Knowledge visits lynda.com
      5m 12s
    2. Goodbye
      14s

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