
 
 
 
 
 
 
 
 
 |
How to Build a Believable Human Character - Body Template
Step 3
|
|
More cross-sections have been added and further shaping done. The breast was extruded and then re-shaped along with a symmetry and meshsmooth modifier to check how the overall form was working out. Again, this is just a template, so extra detail is avoided and so far the whole mesh is all quads. |
Step 4 |
|
I noticed a problem in the lower neck region which would have caused problems later on for realistic details and animation. The pit at the base of the neck, just before where the chest starts and in-line with the collar bones, has like two tendons that run down from the side of the neck, to the front on either side of this pit. If you really tense and/or turn your head, you can see this definite line (though more so on some people then others). Comparing the model in Step 3, it was going to be very hard to get these lines to flow correctly. Hence some re-adjustments needed to be made. While not totally ideal, as you can see from the image, everything is still all quads. |
Step 5 |
|
To start with, add a few polygons to connect the crotch before extruding down the leg. To make things a bit easier, I just selected all the surrounding edges and after doing a small extrude, I then moved and scaled them down to the ankle. Once at the ankle I moved the vertices to make things a bit more "rounder" and positioned them based on the reference images. This way only cross-sections need to be added for the knees, etc. I ended up with 12 "sides" to the leg, maybe a bit much for a low-poly template, but it means it will be unlikely that any more will be needed for any final model. |
|
|
|
|
|