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Modeling legs by using edge loops and the Knife tool

From: Blender Essential Training

Video: Modeling legs by using edge loops and the Knife tool

So we want Captain Knowledge to be able to walk around and everything, so we need to give him some legs. First, let's finish up the pants here by applying the Mirror Modifier. Now when we applied the Mirror Modifier, we didn't have an edge connecting the front to the back. So they're are actually more of like a skirt, and we really don't want Captain Knowledge in a skirt. So, what we're going to do is edit this to give him a crotch. So we just have to select these two in the front and these two near in the back. And with those 4 vertices selected, just press F and that makes the face automatically between those two.

Modeling legs by using edge loops and the Knife tool

So we want Captain Knowledge to be able to walk around and everything, so we need to give him some legs. First, let's finish up the pants here by applying the Mirror Modifier. Now when we applied the Mirror Modifier, we didn't have an edge connecting the front to the back. So they're are actually more of like a skirt, and we really don't want Captain Knowledge in a skirt. So, what we're going to do is edit this to give him a crotch. So we just have to select these two in the front and these two near in the back. And with those 4 vertices selected, just press F and that makes the face automatically between those two.

So now we're going to give him some legs by extruding this edge loop on down to follow the outline of his leg. Now we don't want any straight lines when we're modeling an organic object, especially something that's supposed to be cloth. So, let's go ahead and use the Knife tool, which is a new tool that we're introducing in this video, by pressing K . Now, there are a couple of different kinds of ways we can cut a mesh. Let's choose Midpoints in this case, and now our cursor changes to a little knife, and as you click-and-drag the knife you get this purple line and all you need to do is just drag it over the edges that you want to cut and press Enter, then the Knife tool cuts those edges in half.

We'll move this one down a little bit, maybe move this back, round it out a little bit. So there we have it. We'll go into side view here. This looks pretty square. That looks uncomfortable. So, now we have enough vertices to start his leg. I'll move this back to make it little more round. And I'm looking here in Top view as well. I've always been looking in Side view and Top Mode to make sure that we've got a nice round leg to start with.

So we'll select these two vertices. Let's start this loop. Then Ctrl+E, Edge Loop Select, selects all of those vertices in the round. And now that I have my 8 vertices selected, I can go ahead and Extrude E, notice the edge is down to start his leg, coming out of his pants. Now, we have a little bit of an issue here where the drawing is perfectly flat, as if his pants were like really tight. So we're going to have to do a little few adjustments here that we wouldn't normally otherwise do. Make it match up a little better, make it a little more round, if it was really being worn.

Switching our views back again, now we need to select the bottom that we just extruded from. What I'm trying to do is follow the curvature of how the muscles would actually bend and be and this is something that as I get into this, I'll talk about a little more, because we want to eventually do a crease where the muscle bulges out from the skin. We want it as best as possible, to have a nice smooth curve, using these straight line segments.

I don't care too much about the backside, so there is only like two or three vertices, defining the backside of the leg but the front side of the leg is where I want the detail, because that's what's going to be seen in the animation. All right, so now we would select to these. Select this Bottom Edge Loop and Extrude on down. Right above the kneecap where the patellar tendon comes under the kneecap and joins up to the muscle. There is a distinct definition here, which the artist is actually showing you in the kneecap and then the edge of the quardricep.

In modeling organic form, it always helps to understand where the skeleton is and where the muscles are and how it's going to naturally change. Now, Blender can only create and show you a crease and a mesh, where there are two edges close together. So we have to start moving these close together. These two right here, so you can Shift+ Select them and just S, scaling brings them close together. And now if I'd bring this one just a little more forward, in front of this one, I've started to get a little bit of crease.

This middle crease defines the center of the muscle, and then this edge shows me the other side. Now, we're going to Extrude down to just about the kneecap. The next consideration when you're doing meshes is that you need groups of vertices where the mesh is going to bend. And when we rig this character he is going to obviously bend at the knee, so we need some vertices here around the knee. That will allow the mesh to bend nicely. And I can see over here, I needed to move these forward a little bit.

All right, now we're going to Extrude down again, and this time we're going to Extrude down and then rotate counter- clockwise, and Extrude again, down, rotate, counter-clockwise and scale it in. So it's got ridiculously small knees. Come over here and scale in the X -direction to match the artist's representation, and then finally Extrude again down into his boot. Now all we need to do is bring it down into the boot. The boot will actually cover this up, okay, I don't need to go all the way down in the model's feet and everything, because it will never bee seen, we are never going to shown taking his boots off.

All right, a little few tweaks here and since we applied the Mirror Modifier, we've automatically added on his other leg. So, I'm tabbing out of the Object Mode. It looks pretty chunky, but we also can apply a different Modifier called the SubSurface modifier. The SubSurf goes in between each vertice and fills the based on the bending of the vertice, where another vertex would be or where it thinks it should be. The way it thinks it should be is according to a formula, and the formula was invented by Mr.Catmull and Mr.

Clark and they collaborated, I believe it was out here in California, when they came up with this formula. The other way we can do it is this Simple Subdivsion, which is a different formula. The Catmull-Clark gives a wonderful smooth organic shape for Captain Knowledge. All right, so there we have an example of Modeling and Extruding, where we follow the musculature and put edge loops where the mesh is going to be bending.

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This video is part of

Image for Blender Essential Training
Blender Essential Training

131 video lessons · 24963 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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