# Modeling boots by extruding circles and joining meshes

## 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.

Show transcript

#### This video is part of

Blender 2.48 Essential Training

131 video lessons · 25899 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
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
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
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

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

### Start learning today

Sometimes @lynda teaches me how to use a program and sometimes Lynda.com changes my life forever. @JosefShutter
@lynda lynda.com is an absolute life saver when it comes to learning todays software. Definitely recommend it! #higherlearning @Michael_Caraway
@lynda The best thing online! Your database of courses is great! To the mark and very helpful. Thanks! @ru22more
Got to create something yesterday I never thought I could do. #thanks @lynda @Ngventurella
I really do love @lynda as a learning platform. Never stop learning and developing, it’s probably our greatest gift as a species! @soundslikedavid
@lynda just subscribed to lynda.com all I can say its brilliant join now trust me @ButchSamurai
@lynda is an awesome resource. The membership is priceless if you take advantage of it. @diabetic_techie
One of the best decision I made this year. Buy a 1yr subscription to @lynda @cybercaptive
guys lynda.com (@lynda) is the best. So far I’ve learned Java, principles of OO programming, and now learning about MS project @lucasmitchell
Signed back up to @lynda dot com. I’ve missed it!! Proper geeking out right now! #timetolearn #geek @JayGodbold
Share a link to this course

### What are exercise files?

Exercise files are the same files the author uses in the course. Save time by downloading the author's files instead of setting up your own files, and learn by following along with the instructor.

### Can I take this course without the exercise files?

Yes! If you decide you would like the exercise files later, you can upgrade to a premium account any time.

How to use exercise files.

Learn by watching, listening, and doing, Exercise files are the same files the author uses in the course, so you can download them and follow along Premium memberships include access to all exercise files in the library.

Exercise files

How to use exercise files.

This course includes free exercise files, so you can practice while you watch the course. To access all the exercise files in our library, become a Premium Member.

Are you sure you want to mark all the videos in this course as unwatched?

This will not affect your course history, your reports, or your certificates of completion for this course.

Congratulations

You have completed Blender 2.48 Essential Training.

Course retiring soon

Blender 2.48 Essential Training will be retired from the lynda.com library on January 19, 2015. Training videos and exercise files will no longer be available, but the course will still appear in your course history and certificates of completion. For updated training, check out Blender Essential Training in the lynda.com Online Training Library.

Become a member to add this course to a playlist

Join today and get unlimited access to the entire library of video courses—and create as many playlists as you like.

Become a member to like this course.

Join today and get unlimited access to the entire library of video courses.

Exercise files

Learn by watching, listening, and doing! Exercise files are the same files the author uses in the course, so you can download them and follow along. Exercise files are available with all Premium memberships. Learn more

How to use exercise files.

Thanks for contacting us.
You’ll hear from our Customer Service team within 24 hours.

Please enter the text shown below:

The classic layout automatically defaults to the latest Flash Player.

To choose a different player, hold the cursor over your name at the top right of any lynda.com page and choose Site preferences from the dropdown menu.

• Mark video as unwatched
• Mark all as unwatched
Exercise files

Access exercise files from a button right under the course name.

Mark videos as unwatched

Remove icons showing you already watched videos if you want to start over.

Make the video wide, narrow, full-screen, or pop the player out of the page into its own window.

Interactive transcripts

Click on text in the transcript to jump to that spot in the video. As the video plays, the relevant spot in the transcript will be highlighted.

#### Get our Annual Premium Membership at our best savings yet.

Thanks for signing up.

We’ll send you a confirmation email shortly.

• new course releases
• general communications
• special notices

Keep up with news, tips, and latest courses with emails from lynda.com.

• new course releases