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.
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).
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
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
view, add a
select one of the end points, press
key and with
button draw the shoe shape (image at left).
To close the shape select the two end points and press
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
one or twice to select the entire desired row),
it up just a little bit, to make a sharp corner.
Extrude again, and in
inside to make the sole, with
(Shrink-Flatten). Make some tries to find the one that works the
up 4 or 5 times and edit the points to make the shoe front roundness
( image above).
to convert your
to a Mesh
Edit mode, select all the down row of points and do
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
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.