Finishing Up the Modeling on the Mannequin

I thought I was on a roll and was going to be finishing up the refinement of the Mannequin pretty quick. I had taken care of what I thought were the hard parts. Just the leg and foot to touch up. And that’s how I proceeded.

Mannequin_03222015aI started with the hip sphere and re-sized it a little as well as moved it up a bit. And then on to the thigh. I adjusted the ends so that the spheres sit in them better and added some edge loops to on the end caps as well as the end sides to help keep the edge crisp. I did some lengthening on the thigh and the lower leg sections. They were a bit short for the overall height. I did the same adjustments to the knee, lower leg and ankle sections and then I started on the foot.

I got started on the foot. I first wanted to create a bit more of an indent to accept the ankle sphere. So I began by moving some of the faces. But that wasn’t enough so I added some edge loops to give more more to work with. Ultimately I ended up adding some vertices to so I had points that I could connect with edges to get an extra ring around the indented faces. It was a bit tedious and fiddly. I had some trouble convincing the program to put points where I wanted them. Ok. I also had to remember how to do it. I had to remember that I couldn’t just create points, or vertices, I really needed to insert them and as odd as it might seem this had to be done under the edge select menu not the vertices menu. Once I remembered how to add the vertices then I had to remember where and how to connect them. I got it figured out and was able to create the new faces and make the indent look better. And then I started trying Mannequin_03242015bto refine the shape of the foot some and strengthen the shape by adding more edge loops in the areas that I didn’t want to go too soft if I add a turbo smooth modifier. I was adding vertices to the nose or toe area when I got interupted. When I finally got back to it, I couldn’t remember exactly what my intent had been. But I figured they needed to be connected so I could smooth out the transition from foot to toe. So I did that. I had a lot of trouble trying to get the insert vertices to take and found I had a lot of extra vertices that I had to remove. You can’t just delete vertices. If you do that you end up with holes. You have to use the remove button. I now have a nicer looking foot and the toe is more rounded than pointy.

At this point I thought I was moving along nicely and making lots of progress. I was ready to start on the arms and hand. As I started to work on the shoulder sphere I was looking closely at my physical model and my model on screen trying to figure out exactly what I needed to do so that the upper arm didn’t end up part way into the chest section. I want Mannequin_03242015gthere to be space between them so that it doesn’t look like one has gotten stuck in the other. Looking closely at it I found that there is a small taper with the very end so that it cups the sphere and then there is some additional shaping for the arms. There is the bulge on the upper arm for the bicep and a slight bulge on the forearm as well for that muscle. This was fine for the arms. And then I looked at the legs and found that this same taper was present. So all that work that I thought I had just finished, had to be touched up again to include that taper. Though it meant going back over something I had just done, I’m glad I did. I think it makes a big difference.

There was quite a bit of work to do on the upper arm and the forearm. They had to be lengthened, as did the hand. I figured it was easiest to start with the hand the right size Mannequin_03242015Land in the correct spot so I made a copy of it moved that copy over next to the reference stack. If you put the heel of your hand at your chin and then lay it against your face, take off your glasses first, you will find that the tip of your middle finger should end up at about your brow. So by using the reference stack of heads I could judge the correct size of the hand. Once the reference hand was the correct size I moved it to about where I thought it should be and then I moved the hand I was working on so that I could scale it correctly and put it in line with the arm. I also had to make sure that the tip of it, which would be the tip of the middle finger, would come to about mid thigh. From here I was able to scale the forearm and the upper arm to so there were long enough that with the elbow and wrist added in they all met up with the hand.Mannequin_03252015a

All that was left for the arms at this point was to add the bulge to the upper arm and to the forearm. The forearm required selecting some of the edge loops and scaling them. Mostly I did just one edge loop at a time instead of trying to use the soft selection tool. I was able to make even finer adjustments this way. For the upper arm it was a matter of selecting one or two edges and then pulling them out a little and the selecting the vertices to get a smoother transition.

Mannequin_03252015cNext up, I need another arm and I need to replace the leg that I didn’t work on with a copy of the one I did work on to make look good. So the arm from the shoulder sphere down got copied over to the other side. Then it had to be rotated so that the hand faced the right direction. Then the old leg got deleted and the refined one copied and placed where it should be. And now I have a mannequin.

One last thing before I start trying to make it ready for a rig. I needed to do something on the head so that I know it’s all facing the right way. I selected an edge and pulled it out to make something of a point, sort of like for the nose but all the way down the face not just in one spot. Then I selected the edges to either side of the one I had just made pointy and adjusted them so the weren’t pulled as far out that way I could soften the transition.Mannequin_03252015d

 

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