Stella Toon 2



We'll start modelling the toon character by one leg.
In Top view, add a circle with 12 points. In Front view, Extrude down, 7 or 8 times and scale them like in the image above.
In my model i've only three rows in the knee area, but it's better to add one or two more.
Give a material to the leg with a skin colour and, maybe a texture (Bump? Spec? It's up to you).



Now we'll do the sock!
Select the two last rows, go to the Edit buttons window, and add a new material ( 1), now in the grey button above you've a "2 Mat: 2" item ( 2). After this, press the "Assign" button to "give" the new material to the selection.
Now, go to the Materials window, whereas the new "2 Mat: 2" material should be allready active, but, as an instance of the first material ( check in the bar, the material's name field should be blue). Press the little number icon ( at right side of the materials name) to make it independant ( "single user"). The blue bar is now, grey colour!
With the "RGB" sliders choose a colour to the sock ( white, in my model).
Check in Open Gl mode if all's right!




Let's do the skirt!
In another layer, in Top view, add a circle with 24 points. Select one over two and scale them inside to make a star-like shape ( image above at top left).
In Front view, select all the vertices, Extrude them down, and, one more time up, now ( image at top right). With the vertices still selected, do Shift-F to close the selection.
Now, in front view place the cursor near the origin (green and rose cross lines), do Shift-S, and choose "Cursor>Grid" in the Snap menu.
Center the skirt at his origin and snap it with the cursor ( select the skirt, press the "Centre" button in the Edit window Shift-S and choose Sel>Curs in the menu ).
Now place the leg "inside" the skirt (see image at right) disable Double Sided in the Edit window, do Ctrl-A to apply Size-Rot, in the icons bar, choose the one with the target ( rotation/scaling around the cursor), do Alt-D to make an instance of the leg, and, immediatelly after this, do S-X to mirror it.



The shoe, now!
In another layer ( ?), in Top view, add a Surface-Curve, select one of the end points, press Ctrl key and with Left-mouse button draw the shoe shape (image at left).
To close the shape select the two end points and press C key.
In Edit mode set the Resol: U and :V to 32 and 20 respectively.
In side view, select all the points and extrude up one time (image above).



With the top row still selected (if not, select one point in the row and do Shift-R one or twice to select the entire desired row), Extrude, and move it up just a little bit, to make a sharp corner.
Extrude again, and in Top view, scale inside to make the sole, with S or maybe Alt-S (Shrink-Flatten). Make some tries to find the one that works the best.
Now, Extrude up 4 or 5 times and edit the points to make the shoe front roundness ( image above).



Go out Edit mode. Do Alt-C to convert your Surface to a Mesh object. Enter Edit mode, select all the down row of points and do Shift-F to close the shoe sole.
Delete, build and refine some vertices and faces, to make the shoe heel (image at right).



Place the shoe (you surely must scale and reshape it) around the leg bottom.
Build some faces to close the shoe top hole. When done, select the shoe, and then the leg, and do Ctrl-J to join the meshes. Normally the shoe must appear in the instance leg too.