Adverti horiz upsell
Subdivision Modeling of a Human
Subdivision Modeling of a Human
sdb1987, updated 2005-09-17 21:20:39 UTC 258,711 views  Rating:
(8 ratings)
Page 2 of 5

1. Continuing with the figure, after finishing the head, select the points at the bottom of the neck in order and make a poly- gon (Fig. 1).

2. Extrude this new polygon at the bottom of the neck down to the groin area of the figure (Fig. 2).

3. Use the knife tool to split the polygons in the torso (Fig. 3).

4. Delete the polygons on the inside of the middle area (Fig. 4).

5. Move points to shape the torso both in subdivision mode and in low poly mode (Fig. 5). Try working mostly in the per- spective window.

6. Once you have the general shape of the torso, use the knife tool to subdivide it some more and move points to refine the shape of the torso (Fig. 6). Again, work back and forth between subdivision and low polygon mode. At this time you are not trying to model muscles and other details. Those will come later after the general form of the body has been modeled.

7. Begin modeling the leg by selecting the polygon at the bot- tom of the torso (Fig. 7). Extrude it straight down and move the polygon to the side (Fig. 8). If you prefer, you can also use bevel instead of extrude. Use a set value to make all the points at the bottom of the leg flat on the ground.

8. Split the polygons, in a horizontal direction, on the leg with the knife tool. Shape the leg but save the muscles for later (Figure 9). The foot will be done at a later time.



9. Now it�s time to make the arm. Select the polygon below the shoulder (Fig. 10) and extrude or bevel it out. Make the length of the arm to the end of the wrist. The hand will be modeled later.

10. Use the knife tool to slice vertically across the arm. Move the points on the cross sections to shape the arm (Figures 12 and 13). Don�t worry about the muscles, yet. Those will come later.

11. The next part is to model the hand and fingers. Select the polygon at the end of the wrist and bevel or extrude it out (Fig. 14).

12. Use the knife tool to divide the polygons on the hand. Refine the shape of the hand (Fig. 15).

13. Split the polygons on the hand lengthwise with the knife tool (Fig. 16). These divisions will be used to extrude the 4 fin- gers later and shape the hand more accurately.

14. Move the extra points to improve the hand�s form (Fig. 17).

15. Select the 4 polygons at the end of the hand and bevel or extrude them out. Do the same with the polygon for the thumb (Fig. 18).

16. Using the knife tool, split the polygons on the fingers. Start with only 2 cuts at the joints. Move the points to shape the fingers. Use the low polygon mode to make the general shape and then switch to subdivision mode to refine it. Split the fin- gers some more so that you have more points for the details. Bend the fingers down into a more relaxed position. Figures 19 and 20 show the same hand in low polygon and subdivision mode.

17. Now, it�s time to model the foot. The process is very similar to modeling the hand. Select the polygon at the front of the foot and bevel or extrude it forward to where the toes begin (Fig. 21). The toes will be extruded from this after dividing the polygon.



18. Select the eight-sided poly- gon at the sole and divide it into two four-sided polygons (Fig. 22).

19. Shape a rough approxima- tion of the foot without the toes (Fig. 23).

20. Split the front of the foot polygon into five sections. Figure 24 shows the divisions with number 5 for the large toe.

21. Make sure you only have four and three-sided polygons by splitting up any polys that require it. This will yield extra vertices that you can use to further refine the foot in subdivision mode (Fig. 25). Delete any one point and two point polygons.

22. Select the five polygons at the front of the foot seen in Figure 24. Extrude or bevel them forward to make the toes (Fig. 26).

23. Working on one toe at a time, hide all the rest of the fig- ure and split the toe with the knife tool and refine its shape. When you are done with the five toes, they should look somewhat like Figure 27.

24. Magnify your view of the inside top of the leg near the groin area (Fig. 28). Select the four points in order and make a polygon. This will prevent get- ting a hole after the half figure is mirrored.

25. At this point you can decide whether to model details such as muscles or simply add clothes. If you decide to stop here, then mirror the half figure to com- plete it. Figure 29 shows the half figure without muscles in subdivision mode. The entire half model is composed of 767 polygons. Should you decide to model muscles and other details then continue on with the next section of this tutorial.