Start
BLENDER
and delete the default plane. With the
3d cursor centered, in
Top View
do
Tab,
ADD-Mesh-UVsphere
with Segments: 8 and Rings: 8. This it'll be the
head!
If the background image trouble your work you can disable it with the
little image icon button in the Buttons Bar (red arrow)
With the sphere still selected scale it down a bit in the
Z axis.
Select the first sphere, enter
Edit mode, and in Top view, add a
Plane
at the left side of the sphere (right side of the body, green square)
and act this way:
1- Select the two front vertexs and extrude them down 5
times in Side view, to make the top front of the body.
2- Select the two back vertexs of the original
Plane
and Extrude down
3
times
in Side view, to make the back of the body.
3- Now in Top view, select all the left row of the planes to make the
shoulders and top and back torso (see the pictures).
. Now we'll use an useful technique; we only
need to model half of Little OTO,
BLENDER
will do the other one automattically.
Do an instance
copy
of the head sphere and without moving the mouse press S key, and
then, X, to mirror the sphere. Select the new sphere, enter Edit mode,
select all the vertexs and delete them (we don't need two heads). In my
BLENDER the mirrored halve is black, and i can't change it??!!
To continue the modelling of the torso, select the entire row of the shoulder's
end (red line) Extrude, and Rotate. After this, select the
"blue line"
vertexs and
extrude
down.
Here's an important step! You must reshape, refine and build some faces.
In the image above you've a
top view "cut"
of the chest area (green line in the image above and the previous
one). These edges and faces must be "clean" before the next
steps. Be careful!
When done, select the torso's half-circle points and Extrude,
Move, Scale and reshape
them more or less
12
times (use the backgroun image as a guide) to make all the body.
With
BLENDER
is quite easy to make the basic shape of a character. The hard
part is to refine all the vertices (image at right).
As you can see in the image, you must try to keep the rows of vertices
more or less alligned (once again if you're a bit lost, save one image
of the tutorial and load it as a background guide).
To model the arm we'll use the same method as the leg. Select the last
row of vertices on the body top (see green insert) and extrude down
5
or
6
times to the wrist.
Extrude again to make the hand.
The hand needs special attention. You must decide, if you model the hand
like a block, or with individual fingers. Here i've modelled two fingers
out of the hand block. Later, when the model will be close, the left hand
needs to be remodelled (or maybe not). To close the model
select one halve then the other ( Shift-Right-mouse click) and
do Ctrl-J. Now
build faces
one by one to fill the middle area.
If you've your weappons already modelled, bring one to the scene, this
way you can adjust the hand position and shape. To parent the weapon to
the model, select the weapon then select
the
Armature
( when you have one) do
Ctrl-P
and choose
Use Armature in the pop-up menu. You must make a group with the
same exact name of the hand group, for the weapon, and assign all his
vertices.
Finally LittleOTO is finished.
Enter
Edit mode
and check in the top bar the model statistics:
511 Vertices
and
554 Faces.
Not bad! Note, that if you'll use
BLENDER's models with other game engines, that
BLENDER ( and me) works mainly with
4 vertices faces. When exporting ( to 3ds for ex.), the faces will
be triangulated, so LittleOTO will have more or less
1100 faces.
Quite low count, by today standards.