Advertisement

Female Character Modeling in Blender: Part 4

by
Student iconAre you a student? Get a yearly Tuts+ subscription for $45 →
Final product image
What You'll Be Creating
In the fourth part of the series, we will continue working on our character's body by modeling the hands and legs, and finally combining all the parts together.


1. Blocking the Palms

Step 1

Now we will create the palm of the character. Go to Add > Mesh > Cube to create a cube.

Step 2

With the Cube selected, Scale it down and place it in position according to the reference images in both the front and side views.

Step 3

In Vertex selection mode, reshape the cube to match the palm's shape.

Step 4

Subdivided the Cube by adding three new edge loops, and then adjust the mesh to better form the palm's shape.

Step 5

Now arrange the vertices according to the cylindrical shape of the wrist.

Step 6

Now we will make some space for the fingers. So subdivide the edge ring selection as shown.

Step 7

Adjust the palm mesh vertices again according to the wrist joint.

Step 8

Now split the edges in between the fingers using the Knife tool as shown in the following image.

Step 9

Also perform the same operation on the bottom side of the palm. It should now look like this.

Step 10

Delete the tri edges and adjust the mesh for the fingers joints.

Step 11

Select the cap faces of the fingers and delete them.

Step 12

Once done, the mesh should look like this.

2. Blocking the Fingers

Step 1

Now we will create the fingers. So create a new Cylinder mesh with 8 Vertices.

Step 2

Scale it down and then position it at the index finger location as shown.

Step 3

Subdivide the tip of the finger mesh as shown using the Knife tool. 

Step 4

While in Edit Mode and Normal mode, select all the centre vertices of the finger’s cap faces.

Step 5

Then edit the vertices to create something similar to what's shown below.

Step 6

To add more detail to the finger, we need to subdivide the mesh. So insert three new edge loops.

Step 7

Further subdivide offset edges for each fold of the finger as shown in the following image.

Step 8

Make four copies of the finger mesh, and position a copy to correspond with the location of each remaining finger.

Step 9

Scale down each finger according to its nature and position. Once done, it should now look like this.

Step 10

Through this process we have now completed the blocking for our palm and fingers. Now we will combine all the parts together to form the basic and complete character mesh.

Step 11

All parts of the body are ready to be combined.

3. Combining the Legs & Torso

Step 1

Before we connect the leg and torso parts together, let’s count the border vertices so we will have an equal and parallel connection. Here we have to subdivide the torso to increase the amount of edges so we can merge the vertices together.

Step 2

With the torso edges selected vertically, subdivide them once.

Step 3

In Edge selection mode, select the two parallel edges at the bottom of the torso mesh. With the edges selected, go to Mesh > Faces > Make Edge/Face (or press the F key) to create a bridged face.

Step 4

Split the new face across the middle to create a subdivision.

Step 5

The torso and leg meshes now have the same amount of parallel, equal vertices. So we can merge the vertices together easily.

Step 6

Insert a supporting edge loop around the the upper leg as shown..

Step 7

Now with the two parallel and corresponding vertices selected on both the torso and leg meshes, press Alt-M and select the At Center option to merge them together.

Step 8

Following the same procedure. Merge all the corresponding, parallel vertices together one by one until the entire leg is attached to the torso.

4. Creating the Shoulder & Combining it with the Arm

Step 1

Now let’s work on the shoulder. Select the ring of edges around the shoulder and then subdivide them once.

Step 2

Select the indicated outer faces and edit them to create a round shape.

Step 3

With the faces still selected, press the E key to Extrude and then drag the faces outward a bit to form the shoulder's shape.

Step 4

Jump into the Front view and adjust the shoulder vertices to match up with the reference image in the background.

Step 5

Now select and delete the cap faces on both the arm and the shoulder meshes.

Step 6

We have to increase the number of vertices along the shoulder's border to make them equal to the arm’s border vertices. So with the indicated ring of edges selected, subdivide them once.

Step 7

Insert a supporting edge loop around the upper area of the arm mesh, as shown.

Step 8

Just like we did with the torso and leg meshes, merge the parallel, corresponding vertices together on both the shoulder and arm meshes.

Step 9

Now jump into the Front view and adjust the shoulder and arm vertices to match up with the reference image.

5. Combining the Fingers & Palm

Step 1

Now we will merge the fingers with the palm mesh. With the parallel and corresponding vertices of the index finger and palm selected, press Alt-M and select the At Center command. This will merge the two vertices together.

Step 2

Following the same procedure for each pair of vertices, merge all the fingers with the palm one by one.

6. Combining the Wrist & Hand

Step 1

Now we will merge the wrist with the hand. We have to increase the number of vertices along the wrist's border to make them equal to the hand’s border vertices.

Step 2

So, while in Face selection mode, select the four faces indicated below on the arm. Press the E key to Extrude and then Scale them down a bit as shown.

Step 3

Now select the indicated faces and Delete them. This will get rid of the unwanted faces.

Step 4

Following the same process, also Extrude the inner arm faces also as shown.

Step 5

Now both meshes have the same amount border vertices. So again with the parallel, corresponding vertices selected, use Alt-M to merge them together.

Step 6

Using the same technique, merge all the wrist vertices with the hand.

7. Combining the Foot & Leg

Step 1

Now let’s combine the foot and leg meshes. In Perspective view, count the number of vertices around the foot and the leg borders.

Step 2

As you can see, we need to add some vertices to the leg border to make it equal to the foot boarder. So in Face selection mode, select the calf faces and press the E key to Extrude the faces once and then Scale them down it a little bit.

Step 3

Follow the same process with the front faces of the leg.

Step 4

Next insert a supporting edge loop around the lower leg as shown.

Step 5

Now following the same procedure we used to combine the other meshes, merge the leg and foot meshes together.

8. Adding Details To The Torso

Step 1

Now we need to add some essential details to the character's belly, chest and buttocks. Let’s start by subdividing the torso so we can add detail. Select the indicated ring of edges around the belly.

Step 2

Then subdivide it once to get some additional edges around the torso.

Step 3

In Face selection mode, select the six faces around the hip area as shown in the following image.

Step 4

Press the E key and Extrude the selected faces three times, then Scale the faces down to form the shape of the buttocks.

9. Creating the Breast

Step 1

To make the shape of the breast, first arrange the chest vertices properly in both in the front and side views.

Step 2

And then select the nine faces indicated below around the chest.

Step 3

With the faces selected, press the E key to Extrude once and then Scale them down as shown.

Step 4

Just like this, keep extruding and scaling the faces down a couple of more times.

Step 5

Adjust the vertices to form the round shape of the breast.

10. Adding Detail to the Belly

Step 1

Now let’s work on the belly. To start, subdivide the faces as shown.

Step 2

In Face selection mode, select the faces indicated around the belly.

Step 3

With the faces selected, press E to Extrude them once and then Scale them down as shown.

Step 4

Extrude and Scale the same faces down once more and then adjust the vertices to follow the abdominal anatomy, as shown in the following image.

11. Combining the Head & Body

Step 1

Now it’s time to attach the head mesh to the body. So open the head model file and turn off  Mirror mode.

Step 2

With the half head mesh selected, go to File > Export > Wavefront (.obj) to export the selected mesh file as Head Mesh.obj.

Step 3

Now open the main body file. Go to File > Import > Wavefront (.obj) and import the Head Mesh.obj file.

Step 4

After importing the head mesh, Scale it down to match up with the reference images.

Step 5

In Object mode, select both the head and the body mesh by using Shift key.

Step 6

Then press Ctrl + J to join the selected meshes into one.

Step 7

In Vertex selection mode, go to the Modifier panel and then turn off the X axis.

Step 8

Now it’s the time to merge the head and body vertices together. Following the method explained in the previous steps, merge the parallel and corresponding vertices together to complete the mesh.

Conclusion

We have now completed the blocking of our character. In the next part of the series, we will continue working on adding detail and creating hair for the character.


Advertisement