Stuart Hogton - Freelance Animator and Artist
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Dragon Ogre Tutorial - Basic Model - Page 2

12 - Extend legs

Extend legs

The next stage we are going to work on is the legs. The same principles we used for the arms can be followed for the legs.

Extrude out a few cross-sections and then push the vertices into rough shape. Key cross-sections are the joints and mid-sections of each limb. We want to keep the number of vertices to a minimum here so that it is easy to make changes later.

Think about the overall shape and posture. Remember also that the pose you model in is not always best for when you animate. For our purposes here it is better to model in a standing position so we can get the look right.

13 - Refine legs & add feet

Refine legs

Now continue extruding to include the feet. Split the faces at the end to create the claws and collapse the tip vertices to make a point.

This is the point at which we now no longer have only 4-sided polygons. It is easier at this stage to simply divide the end cap of the foot into 3 and then extrude the 3 seperate toes which then become claws.

It is also worth noting that you can easily flip between Edit Poly and Edit Mesh mode. Each have useful tools depending on the situation. Edit Poly is good for adding more cross-sections and working with edge loops. Edit Mesh is good for precise control over where to split edges and controlling triangle orientation.

14 - Create basic hand

Create basic hand

Using the same principles for the feet, we can work on the rough hand model.

Take the end cap and split it into 4 faces, move the vertices into place for the four fingers. Start extruding each finger in turn to get the knuckles, then continue down with a cross-section placed for every knuckle.

Once the fingers are blocked out, go back up the hand to the side and extrude out the thumb in a similar manner.

Don't worry too much about precise vertex placement at this stage we are only making a rough template for the hand. The fingers are just very basic 4-sided sausages, but the key vertices are there and that is what we are concentrating on.

15 - Create key facial features

Create key facial features

The final part of the model which has not been blocked out is the head. Delete the cap faces so we can start working on features.

In the front viewport create some simple basic polys for the eyes, nose and mouth then pull the vertices into position in the other axes. Work in the perpsective view, look at the model from all angles and shift the features about until you are satisfied with their placement.

This technique is a good way to quickly try out different combinations of feature size and placement. The face is an incredibly important yet complex area, so it helps to be able to work fast and sketch model.

16 - Fill in gaps in face

Fill in gaps in face

When you are happy with the key areas, we can connect the faces to fill in the gaps.

It is probably best to do this by hand as we can then have absolute control over faces and edge loops. Try as best as you can to keep faces quadrangular (4-sided) and think carefully about the edge loops. These should reflect the muscles and bones underneath.

Again, look at as much reference as you can including your own face. Even though this is a fantasy creature, it is based on reality and it helps to be anatomically correct.

17 - Refine overall shape & dimensions

Refine overall shape

Ok, now we have blocked everything out, this is a good time to step back and look at the overall shape and structure of the model.

Try not to get bogged down with particular details, but look as if you had seen the model for the first time. Is there anything that looks wrong in your eyes? We can make quick, global changes very easily here because we have only a few vertices defining the shape.

If you have the time, leave the project for a few days so you can return with fresh eyes. Or get a trusted colleague to give you an honest critical appraisal.

I have added a neutral grey texture here to get a clearer picture. Note how the hands are larger and in a more relaxed position from when they were first modelled. At this stage, I was also attempting to remain faithful to the reference model. If you don't have a reference sketch or model, just do what looks right in your head.

18 - Refine facial features

Refine facial features

When you are happy with the overall look, we can now focus on particular features. Here, the head still needs some work, so lets focus on that.

Start adding edge lines in to help define the face. Here, I have extruded in the eye sockets, nose and mouth to better define the shape. Also, the cheek bone line has been added and pulled out. I have added detail to the jaw to define the jawline.

19 - Keep working on head in isolation

Keep working on head in isolation

As the focus will be on the head for a while, it is a good idea to detach the head faces as a seperate object. Make a mirror instance copy and then we can start adding detail.

I have opened out the mouth to make it easier to add detail inside and around the lips. The cheek edge line now continues accross the bridge of the nose. Also note the edge loop that forms a ring around the mouth. The back of the head has also received attention to make it more human like.

At this stage, I don't focus on any one feature for too long. I just work overall on the areas that need most attention and then stop and work on the next. It is a process of refining, adjusting and refining. Adding detail yet keeping in mind the overall shape and edge loops.

20 - Add lower teeth

Add lower teeth

Here, I have created some simple teeth to help define the mouth. These are simple cylinders with a bend modifier applied.

Notice also that this is the first time I have broken cross-axis symmetry. No face is purely symetrical and it looks unnatural. For convenience, we work in mirror mode up to a point. After that it helps to break the symmetry

21 - Add eyeballs & flesh out face

Add eyeballs

Now the details are starting to appear. Create two spheres to represent the eyes and place them in the sockets. Remember eyeballs are usually quite large and we only see a small section of the overall sphere.

Here, I have also pushed out the jaw, added more lip detail and refined the nostrils. This creatures nose is more pig-like rather than human, so I have kept the nostrils deliberately large and visible.

You can see the edge loops more clearly now there is more detail. If things are staring to look messy at this stage, consider going back a few steps and concentrate on your edge loops to get the key lines in place.

22 - Add detail around eyes

Add detail around eyes

The edge loop that rings around the eyeball can now be used to quickly add detail.

Create a few rings and pull them close to the spheres of the eyeballs. The sockets on this creature are quite deep, so push the brow vertices out.

Note the shape othe the eyelids is starting to take place even with a few vertices. These eyes are still based on human eyes, so look at your own and note how the corner pinches in.

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copyright © Stuart Hogton 2004-2009