Claudia Herbst-Tait
Professor
Pratt Institute
Department of Digital Arts
Modeling a Simple (Cartoon-ish) Bi Ped
Create a poly cylinder, set the specs as indicated in figure 1.

Figure 1
Delete the top and bottom faces. It should look like figure 2.

Figure 2
In the main Polygon menu, go to Proxy, Subdiv Proxy. While modeling, we will use the
smooth proxy to check the model's smoothed version as it develops. Move the proxy a few
units on the x-axis so the two objects are no longer sitting on top of each other. By default,
the original geometry will now be transparent. Go to Shading, Use Default Material (figure 3).

Figure 3
The result should resemble figure 4.

Figure 4
In the front view, begin sculpting the character's body by pulling and scaling vertices (figure 5).

Figure 5
Continue the process in the side view. Create a shape that indicates a belly and a behind...(figure 6).

Figure 6
Make sure to also scale points so the character will be somewhat well proportioned... (figure 7).

Figure 7
On the bottom of the body, select the front and back edges but not the sides (figure 8).
It's time to craft the crotch and area where the legs will be extruded.

Figure 9
To extrude in a straight line down, first click the manipulator handle as indicated in figure 10.

Figure 10
The manipulator should now look like this (figure 11).

Figure 11
While extruding the crotch area down slightly, also scale it to the center so that the front
and back edges almost meet (figure 12).

Figure 12
Select adjacent vertices, go to Edit Mesh, Merge to Center to close the area
(figure 13). Repeat this step for the remaining two sets of vertices.

Figure 13
In the front view, select half the character's faces and delete them. (We won't need them for now
and, for perfect symmetry, will later mirror the half we are working on.) See figure 14.

Figure 14
Right now, the hole for the leg has four sides but we want five. Thus, use the Split Polygon tool
(located under Edit Mesh) to create a triangle as indicated in figure 15.

Figure 15
Selecting and moving vertices, create a round shape for the leg (figure 16). Note that the triangle
you just created should be facing forward (figure 17).

Figure 16
Select the edges for the leg and extrude them down to where the ankle will be. To account for the knee,
use the Insert Edge Loop tool (under Edit Mesh) to insert two edge loops (figure 17 & 18)

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Figure 17 & 18
Sculpt the leg a bit by scaling the thigh (bigger), the ankle (narrower), and moving the knee
forward slightly (figure 19).

Figure 19
Take a look at the overall proportions and make some adjustments... It doesn't have to look
like figure 20... just create a shape you feel is well proportioned or represents a character of
your liking.

Figure 20
Now, for the arm... the top part of your character should look something like this (figure 21).
More specifically, the form should be round(ish).

Figure 21
For the arm socket, using the Split Polygon tool, add some detail as depicted in figure 22.

Figure 22
Delete two faces as depicted in figure 23.

Figure 23
In the hole for the arm, move the center vertex up to account for the shoulder (figure 24).

Figure 24
Continue shaping the hole to create a nice shape to extrude the arm from (figure 25).

Figure 25
Select the edges and extrude by the length of the arm to where the wrist
would be (figure 26 & 27).

Figure 26
Scale the wrist (figure 27 & 28).

Figure 27
Note that the edges on the wrist do not line up (figure 28); scale them along the x-axis as indicated
in figure 29.

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Figure 28 & 29
Use the Insert Edge Loop tool to account for the elbow. Move the elbow backward slightly so that
the arm has a more natural shape. Consider adding an additional edge loop below the arm pit as
indicated in figure 30. This will create a nicely shaped curve in that area.

Figure 30
You also may add more edge loops and continue sculpting the body's shape. Before getting too detailed,
it is a good idea to mirror the shape (Mesh, Mirror Geometry) across the appropriate axis (in this case,
the x-axis). When mirrored, check the proportions again. Undo, and continue to work on the overall
shape. Mirror again... and so on. (In class we will look at how to use a mirrored instance in the modeling
process...).
OK, now import the hand you've created last week (you can also create a new one, if you like). To import, got to
File, Import, and select the hand model. You can use the Duplicate Special function to create a (mirrored) copy of
the hand so that you have a right and a left hand. Based on what you've learned, create a foot for your character.
We will create the head next week.