Join Ryan Kittleson for an in-depth discussion in this video Making the jacket lapels, part of Character Modeling in Blender.
Now, there's one part of the jacket that you can't just extract from the body or retopologize and that's the lapel. It sticks up off the body so we're going to make that now. We can continue to build that lapel off of what we already have, so let's go ahead and select the jacket object. And, going to hit tab to go into Edit Mode. Let's go into Edge Select Mode, and what I want to do is just select the edges that are where the lapel should be growing out of. Now, just selecting several edges here with Shift held down. Oops, I accidentally selected one I didn't want.
Let me move the view to make it easier here and one last one. OK, so we're going to use Extrude to create some more edges that are built off this selection. Let's go to Extrude Region, and let's pull it forward and up just a little bit. I want to lock in one set of edges here and this is going to create just a little bit of a nice lip sort of a corner and edge around where that lapel bends from. Now, let's go to Extrude Region one more time and do this one more time. OK, let's see what this looks like from the front. OK, so it's a little bit weird.
One thing I want to do is deselect this edge right here with Ctrl + right-click, and let's pull this out just a little bit. It's definitely going to need some manual tweaking to look good. So, one thing you'll notice is that the inside of this jacket is kind of transparent, and this kind of creates a problem because we need to have the lapel be opaque. So, one thing we can do for this is to come down in our N panel. Hit N on the keyboard if you don't see this, and turn off Textured Solid. So, this is another mode where we can see both sides of an object.
One downside is that we can't see our reference anymore. So, if for some reason you need to see the reference again, just turn Textured Solid back on. OK, so I'm going to tweak this a little bit, I'm going to Vortex Mode and I'm just going to push some of these vertices around until it looks like we have a nice lapel going. I just want to check it in the side view. It could use a little more tweaking, but I think it's pretty close. Actually let me do just a little bit more here. Pick a few of these edges and just pull them out some more. I'm going to straighten up some of these edges, too, they're a little bit skewed. Oops, I didn't want to move that one, Ctrl + Z.
So, the next thing we want to do is we want to create a notch in the lapel. So, what I'm going to do is I'm going to get the Knife tool out, and I want to cut a new edge right on the bottom edge of where that notch should go. I'll rotate my view just a little bit, and let's add another one right down here and hit Return to lock it in. OK, so what you can see is that we've got this kind of triangular shape right here, and I'm going to go into Face Select Mode. Just pick this face right here, hit X and delete the face. So again, I'm going to tweak some of these vertices.
One thing I want to have happen here is I want a nice corner on these because I'm going to be putting on the Multiresolution Modifier later. And if I have two vertices close together, that's going to help that be a nice sharp corner there. So, let's get these nice and close together and also right here. And I want these nice and close together, and I'm actually kind of missing something that will help me up here. I don't want to push this one too far down to here. That's going to leave a really big long edge right here. So, let me undo that. I might want to bring it down just a little bit, but what I really want to do is cut another edge right here and then over to here.
And Return to lock that in. OK, hit Tab to exit Edit Mode, and let's just see what this looks like with a Multiresolution Modifier on it. Let's Subdivide it a couple of times. OK, so you can see that by having two vertices close together at each corner, make sure that it stays kind of sharp. Now, it's still a little bit rounded out which is kind of nice. Gives it a nice little organic feel there. We don't want it absolutely, perfectly sharp. Alright, I'm just going to delete this modifier because we don't need it for right now. Alright, so that's the jacket. I'm going to let you handle the pants and the shirt on your own. Should be very simple after what we've done so far with the jacket.
Just duplicate the body for each part and delete the faces that you don't need. And just a tip on the shirt, you don't need to make the entire shirt, just the part that's going to be visible underneath the jacket. So, we've been learning a bit more about editing polygonal objects, especially how to add detail to existing parts. This is the kind of modeling grunt work that us character artists end up doing a lot of. It's a very important step in making sure everything looks good.
- Creating a mesh object
- Mirroring a model
- Extruding and cutting polygons
- Using multiresolution sculpting to sculpt the body and head
- Drawing new topology
- Connecting different body parts
- Retopologizing the model
- Sculpting anatomical details
- Making clothing
- Brushing with texture maps