Ice Skater Character Continued – Body Creation
Last week the Ice Skates were finalised therefore work progressed upwards starting with the main body/torso of the character. The initial shape for the body was formed using a multiple sided cylinder to provide enough edges to define a basic arched back and frontal shape. Additional series of edge loops were inserted to provide the necessary amount of vertices to introduce further detail around the stomach, collar bone and breast areas. The top polygon was deleted and the edges surrounding the hole were scaled inwards to provide a sloping shoulder section and base of the neck.
Torso from Cylinder |
Holes were created on either side of the body by deleting groups of polygons for where the arms will connect. The edges of these holes were manipulated to define more of a rounder shaped hole and were scaled up to make the shoulder slightly larger. With these edges still selected new edges were dragged out whilst holding “shift” on the keyboard to form the arms. A sequence of edge loops were inserted in key places down each arm especially regarding the elbow, shoulder and wrist areas as this allowed for their shapes to be more defined. More importantly these tightly grouped edges will provide vital during the animation stage as the presence of more segments will allow for a smoother deformation of the mesh when the arms are bent for example. Several of the edge loops were also twisted a few degrees as this again will accommodate the ability to twist the wrists without negatively deforming the surface of the arm mesh.
Arms Extruded & Shaped |
The shape of the torso was tweaked further by creating additional edges down the character’s back where the impression of shoulder blades and indentation of the spine could be portrayed. Vertices circling the elbows, biceps and forearms were also moved to exaggerate these key areas which in turn should enhance the believability of the character. The indentation was carried down between the character’s bottom which was also in given more plumpness and a curved surface by manually pulling out certain vertices.
Shoulder Blade & Spine Definition |
Leg Creation
The legs were then created using the same process starting with a cylinder primitive which was given a number of additional edges to help form the thigh, calf and knee areas. Different edge loops were scaled appropriately to add more muscle definition and help to replicate a typical female leg.
Leg Shaping |
Having made one leg it was cloned on the X-Axis using the mirror tool to form the other leg. Both legs were grouped together then positioned below the torso of the character, before attaching them using the “Bridge” function under the sub-object edge mode.
Legs Before Attach | Legs Attached |
Body Finalising
Using the hands from Week 3, these were imported and attached to the wrist sections of either arm using the same technique as the legs involving the Bridge tool. However due to the fact that the hands had a vast number of connecting edges compared to each wrist, several of these edges had to be welded together ensuring that no “4-sided” polygons were created in the process.Once the hand had the same number of vertices surrounding its connecting hole it was successfully joint to the the wrist and scaled accordingly to match the proportion of the rest of the character. Thankfully due to a “Symmetry” modifier this process didn’t need to be repeated for the other hand as the changes made were reflected on the other side of the symmetry line running vertically down the centre of the character. A “Mesh Smooth” modifier was then applied to preview how the final surface of the mesh will appear when rendered. With this enabled further alterations were made using the “Show End Results” button to make changes to vertex positions whilst viewing the smoothed mesh.
Smoothed Mesh Front | Smoothed Mesh Rear |