1. Creating the Cap
Start Blender and open the file which was saved in the last part of the tutorial. Next up is the modelling of the cap.
Press Shift-A and add a new cube. Subdivide (W) it 2 times.
select (B) all the bottom vertices and scale (S) it down a bit.
the middle edge by pressing Alt and Left Mouse Button. Press Shift-S then
select Cursor to Selected as shown in the following image.
Look at the top menu bar and set the Pivot Point (Red Circle No.1) to 3D Cursor.
Make sure you turn off Proportional Editing (Red Circle No.2) as shown in the following image.
Next, re-select all the bottom vertices again and scale (S) them in the (-Z) Z-axis.
Position the vertices along the Z axis (G then Z) as shown in the image.
Add an edge loop, indicated by the yellow line, using the shortcut Ctrl-R.
Scale it towards the base of the cap. Press scale
(S) then Z-axis (Z) then zero (0).
adjusting the vertices until you are satisfied with the shape. Note: toggle the solid view by pressing Z > Toggle X-Ray.
For the front part of the cap, add another cube using Shift-A > Cube. Subdivide it 1 time but set the smoothness value to 0.
(S) it in the (Z) Z-axis and then rotate it.
go to Top view by pressing 7 on the number pad. Select the vertices on the right side and rotate (R) and Position (G)
and Scale (S) accordingly.
select (B) the other vertices, shown in orange in the image below, and then
delete (X) them.
back to side view, 3 on the number pad, and box select B the cap
and position it accordingly.
the same process of adding a cube and subdividing then positioning it for the
For now, let’s hide the vertices as it’s getting a bit crowded.
Select all (A)
and then hide (H).
Note 1: You can deselect all by double tapping the A key or use Alt-A.
Note 2: You can unhide vertices by pressing Alt-H.
Model the following part of hand and thumb then position them according to the
another cube and subdivide it once and position it as shown in the following image.
Select the arm mesh by hovering your mouse onto the mesh and pressing L.
Then duplicate, Shift-D, it and then position, scale and rotate it
to fit the reference.
a new cube, position it and then select the bottom half as shown and delete them.
Select two opposing vertices and link it by pressing F and then
Next, switch to Edge Select Mode and select the indicated edge and press F twice.
This is a view from the bottom, you could press 1 and then 2 on
the number pad.
this until there’s no hole in the mesh.
accordingly and then subdivide it again.
Switch back to Vertex Select Mode. You’ll get this weird mesh at the bottom side.
Select them using box select and then scale them in the Z-axis by B. (B >
S > Z > 0)
back to front view, position and scale the mesh.
the eyes, just duplicate, Shift-D, the hand part and make it a smaller scale on the X-axis then position it on the face.
the face part a bit as the face will protrude from the eyes if it's spherical.
TAB to switch to object mode. We are now done modelling the basic shapes for
1. Creating Bag
Add a new cube and then go into Edit mode.
Position it and then subdivide it three times.
Under Vertex Tab > Smooth Vertices. Do this seven times.
If you don’t feel like clicking it seven times, you can assign it to your Quick Favorite (Q key).
Right click on any operation that you want to be in the Quick Favorite Frame and add to Quick Favorite.
Go to front view, position and scale the bag as such.
Now go to side view and use circle select, C, and select the faces as shown.
Note: Ensure you're in Face Select Mode.
Now go to Top View and use Circle select or Box select and
select the faces as shown in the following image.
Now extrude, E, the faces and use Left Mouse Button to release.
Then press Alt-S and then drag your mouse downwards.
Press 1 to go to Front view then press 4 twice to go into
side view, 6 is the opposite,
Alt-Left Mouse Button to select the edges.
Deselect the two furthest vertices and then delete the rest.
Next select the edge loop and deselect both side vertices. Under Edge Tab menu, use Bridge Edge Loops.
You could also access this
by pressing Spacebar and typing in Bridge Edge Loops.
Make sure you also close those in red circle. Press TAB to switch to object mode.
For now, select the rabbit model and hide it.
Go to side view, add a new Mesh > Plane.
Now from the top view, position and scale it as shown in the
Now go to the modifiers tab on the right side. Add Modifier > Solidify. Set the thickness to .02.
Now add a few edge loops with Ctrl-R.
With proportional editing turned on, grab the middle vertices, ensure X-ray mode (Z) is turned on while box (B) / circle (C)
selecting) and position them.
After you’re satisfied with the shape, tab into object
mode and Apply the solidify modifier.
Select both object and join them into one by using the
For the bag lock, add a cube and then subdivide it twice and then smooth vertices ten times.
Position and scale the lock accordingly.
From the side view, duplicate the mesh along the Y-axis and
Here you'll see that the origin is way off from the centre of our bag.
Re-position it. Press on the Object > Set Origin > Origin to geometry.
Optional: Set it as a shortcut by right clicking, I put mine as Shift-Ctrl-Alt-C.
Select the rabbit and on the top right side of blender, double click on the cube and rename it to rabbit.
Do the same for the bag. You
could also separate them to collection. In other word; layers by using the shortcut key M.
Select both the rabbit and the bag and under Object >
Go to Modifier and add another modifier Subdivision Surface. Do the same for the bag.
Select the bag and hide it (H) and tab into Edit mode
to start combining the mesh together.
In the next part of the tutorial, I'll show you how to create arms and legs of the rabbit in Blender.
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