1. Connecting the Ear to the Head
Open the file which was saved in the previous part of the tutorial.
Keep the ear mesh in isolation mode. Select all 25 border vertices of the ear mesh.
Unhide the head mesh. Select four faces around the ear area and delete them using Delete command.
After deleting the faces, jump in the vertex selection mode to count the vertices. You get eight vertices while the ear mesh has 25 vertices.
You need same number of vertices to merge
these two meshed together.
Split the edge in two
parts. Delete the centre triangular edges as shown in the following image.
Following the same
way keep splitting edges. After that, insert a border edge loop. Now you get 16
border vertices as shown in the following image.
In the ear mesh, I have reduced the border vertices by merging nine vertices together.
I now have 16 vertices in the ear mesh also. It’s now easy to combine both the head and the ear meshes together because the vertex count is equal in both.
Merge parallel and corresponding vertices of both meshes together as shown in the following image.
2. Connecting Head with Body
Now, it’s time to connect body and head meshes together. Turn on the visibility of BodyMesh layer.
Select and delete the right side’s mirrored head and body meshes.
With both meshes selected together, go to Mesh > Combine command.
Insert an edge loop around the neck as shown in the following image.
Keep merging parallel and corresponding vertices of both head and neck together as shown in the following image.
Insert several edge
loops as per the requirement to create quad mesh as shown in the following
After connecting head
and body meshes together, it looks like this.
3. Basic Detailing of Chest
Use Duplicate Special command to make a duplicate mirrored part of the body on the other side.
To add details to the body, select the indicated chest area faces as shown in the following image.
Select the indicated back area faces also.
With the faces
selected, use Extrude command to extrude the faces a little up as shown
in the following image.
After extruding the selected
faces, adjust the vertices as per the basic shape of the Hulk body.
4. Basic Detailing of the Arm
With the indicated front faces of the arm selected, use Extrude command to extrude the faces a little up.
Following the same way, select and extrude the indicated faces of the back side of the arm also.
Adjust the vertices of the extruded faces to form the detailed structure of the arm as depicted below.
5. Basic Detailing of the Abdomen
It’s time to add details to the abdominal area of the character. Being in the face selection mode, select the indicated faces of the abdomen.
With the indicated faces selected, extrude once and scale down a little bit as shown in the following image.
Select and delete the centre border faces as shown in the following image.
After deleting the faces, adjust the vertices to make the mesh flow in order. With a vertex selected around the navel area, go to Edit Mesh > Chamfer Vertex command.
After chamfering the vertex, split two edges as shown in the following image.
To add details, insert one more edge loop around the rib area.
Split two edges around the navel area and make its shape round.
Insert one more edge loop around the navel area to add details.
With the centre face selected, extrude it down a little bit. It makes the basic navel shape.
After adjusting the vertices and edges a little bit, you get the basic shape of abdominal and obliques.
6. Basic Detailing of the Thigh
With the six indicated faces around the front thigh mesh selected, extrude them for muscle sculpting as shown in the following image.
After extrusion, adjust the vertices and edges to build the proper thigh muscle of the character.
7. Basic Detailing of the Lower Leg and Ankle
Jump in the face selection mode and select the indicated faces around the ankle of the character. With the ankle faces selected, apply Extrude command to extrude the faces a little up.
Jump in the vertex selection mode and adjust the vertices of the ankle as per the leg anatomy of Hulk.
8. Editing Edge Loop Topology
Apply Split Edge
Loop where you have extruded the faces for detailing. It creates crosses
triangular edges which you need to delete for the proper quad flow of the mesh.
Jump in the edge selection mode and delete the triangular edges.
Following the same way, edit the topology of the mesh for the proper mesh flow of the character.
In this way, the
basic body sculpting of the Hulk is done.
In the next part of the tutorial, I will show how to make hair, eye balls and pants of Hulk.