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All right, now it's time to work on his chest. Now we can model the chest as a separate object, just like we did the boots and the pants, or we can just start with the pants and work our way up. So I guess I'll start with the pants and work our way up. We'll just take these top two of the belt, since he is never going to be taking his belt off and Ctrl+E, Edge Loop Select, selects those around. We can then go back to Side Mode now. We want to Extrude. Now, when we start extruding this, we have to have edge loops where the mesh is going to bend, as well as be able to put in an edge or crease where we want them to crease, and as you can see here, there is a lot of creases going on.
We have, first of all, some ripped abs that he has and I'm glad the artist used my abs as I modeled here for this six-pack that he's got going on. And then just right above that we have these monstrous pectorals going on that-- he could probably bench 400. I could take him. So, we have to have creases there as well as a little bit of a rib action going on back here because he has probably about 2% body fat. So, this is going to be a little complicated to model, but let's get to it.
So, we are going to Extrude up and we are going to go up to right about here, and we are going to drop those in place. We are going to rotate to match where we want the muscles to have that crisp definition. So we are going to grab and move some vertices here. So, the muscles go this way at a slant, as well as a slant this way. We really have to operate here in three-dimensions. That's one of the difficult things in three-dimensional modeling, is working in three dimensions with a 2D screen.
Okay, now when we select this Edge Loop, Ctrl+E again. Now we want to Extrude upward, but just a little bit, and then we want to scale out, and that gives us this nice little crease where his abdomen meets his rib cage, and now we can Extrude up to just under his pecs. Eventually, this back has to match up to here, because that's his back, so this is the small of his back back here. So I'm going to go into Proportional Editing Mode here, pressing O and then G to move all of these back.
Then also looking in top view to make sure that we have a round guy and I'm going to go ahead and hide these pants and legs because from his Top view it's a little confusing. So A, B, H, now we are working with just his chest body and you can see I have kind of an edge here. That's not too good. So we'll round that out, by dragging these vertexes out and making it more of a circular shape. So, now that we have a nice round shape here in Top view, we are going to select this Edge Loop.
All we have to do is press Ctrl+E and click. Blender remembers the last selection we made on this pop-up menu and so it automatically positions the cursor and the menu, so that all I have to do is click to select that menu option again. So again, we are going to Extrude this up again, just under his cape, and after you Extrude always do a scale or a rotate or something so that the lines from the edges below are not perfectly parallel and that way in an organic shape, you don't have any parallel or square lines.
Okay, so now we have this right up here under this logo I guess it is. We'll move this up a little bit. This is torn away a bit too far, so we'll move that over closer to center, so that the merge picks it up. We can also select just the center vertices and scale them in the x-direction, and that lines them all up. That is, they all scale together in that one axis. Now the armpit deforms quite a bit, so we are going to add in another edge loop. We are going to scale outward. Sometimes you're tempted to almost do this randomly.
But you're really trying to follow muscle lines, chest lines, outlines. All right, now it would be a good time to add on his arm. Voila! I'll straighten this out a little bit, to give him a little more of a round shape, and come over here, add in a circle of eight vertices. Now, another way you can work with these is just to click-and-drag your mouse to the left and that decrements that numeric control.
Yet another way to operate with the numeric controls within Blender. Once we add that, we are going to scale this down, and rotate it so that we can use these two vertices as his armpit mesh. I am going to position this somewhere right around in here. This is where his arm seems to be, pretty far towards the back of his body, and I'm going to go ahead and model his arm off-camera now, because it's pretty boring to watch. And I'm not going to do anything different than the way I modeled his leg.
In fact, I'm going to go and just Extrude down, down here to his elbow, and then down to his wrist. See you in a bit and we'll pick up with the next exercise file.
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