1. Creating the Cap
Step 1
Start Blender and open the file which was saved in the last part of the tutorial. Next up is the modelling of the cap.
Press Shift-A and add a new cube. Subdivide (W) it 2 times.
Step 2
Box select (B) all the bottom vertices and scale (S) it down a bit.
Step 3
Select the middle edge by pressing Alt and Left Mouse Button. Press Shift-S then select Cursor to Selected as shown in the following image.
Step 4
Look at the top menu bar and set the Pivot Point (Red Circle No.1) to 3D Cursor.
Make sure you turn off Proportional Editing (Red Circle No.2) as shown in the following image.
Step 5
Next, re-select all the bottom vertices again and scale (S) them in the (-Z) Z-axis.
Step 6
Position the vertices along the Z axis (G then Z) as shown in the image.
Add an edge loop, indicated by the yellow line, using the shortcut Ctrl-R.
Step 7
Scale it towards the base of the cap. Press scale (S) then Z-axis (Z) then zero (0).
Step 8
Continue adjusting the vertices until you are satisfied with the shape. Note: toggle the solid view by pressing Z > Toggle X-Ray.
Step 9
For the front part of the cap, add another cube using Shift-A > Cube. Subdivide it 1 time but set the smoothness value to 0.
Step 10
Scale (S) it in the (Z) Z-axis and then rotate it.
Step 11
Now go to Top view by pressing 7 on the number pad. Select the vertices on the right side and rotate (R) and Position (G) and Scale (S) accordingly.
Step 12
Box select (B) the other vertices, shown in orange in the image below, and then delete (X) them.
Step 13
Go back to side view, 3 on the number pad, and box select B the cap and position it accordingly.
Step 14
Repeat the same process of adding a cube and subdividing then positioning it for the tail.
Step 15
For now, let’s hide the vertices as it’s getting a bit crowded.
Select all (A) and then hide (H).
Note 1: You can deselect all by double tapping the A key or use Alt-A.
Note 2: You can unhide vertices by pressing Alt-H.
Step 16
Model the following part of hand and thumb then position them according to the reference.
Step 17
Add another cube and subdivide it once and position it as shown in the following image.
Step 18
Select the arm mesh by hovering your mouse onto the mesh and pressing L.
Then duplicate, Shift-D, it and then position, scale and rotate it to fit the reference.
Step 19
Add a new cube, position it and then select the bottom half as shown and delete them.
Step 20
Select two opposing vertices and link it by pressing F and then subdivide it.
Step 21
Next, switch to Edge Select Mode and select the indicated edge and press F twice.
This is a view from the bottom, you could press 1 and then 2 on the number pad.
Step 22
Do this until there’s no hole in the mesh.
Step 23
Position accordingly and then subdivide it again.
Step 24
Switch back to Vertex Select Mode. You’ll get this weird mesh at the bottom side.
Select them using box select and then scale them in the Z-axis by B. (B > S > Z > 0)
Step 25
Go back to front view, position and scale the mesh.
Step 26
For the eyes, just duplicate, Shift-D, the hand part and make it a smaller scale on the X-axis then position it on the face.
Step 27
Flatten the face part a bit as the face will protrude from the eyes if it's spherical.
Step 28
Press TAB to switch to object mode. We are now done modelling the basic shapes for the rabbit.
1. Creating Bag
Step 1
Add a new cube and then go into Edit mode.
Step 2
Position it and then subdivide it three times.
Step 3
Under Vertex Tab > Smooth Vertices. Do this seven times.
Step 4
If you don’t feel like clicking it seven times, you can assign it to your Quick Favorite (Q key).
Right click on any operation that you want to be in the Quick Favorite Frame and add to Quick Favorite.
Step 5
Go to front view, position and scale the bag as such.
Step 6
Now go to side view and use circle select, C, and select the faces as shown.
Note: Ensure you're in Face Select Mode.
Step 7
Now go to Top View and use Circle select or Box select and select the faces as shown in the following image.
Step 8
Now extrude, E, the faces and use Left Mouse Button to release.
Then press Alt-S and then drag your mouse downwards.
Step 9
Press 1 to go to Front view then press 4 twice to go into side view, 6 is the opposite,
Alt-Left Mouse Button to select the edges.
Step 10
Deselect the two furthest vertices and then delete the rest.
Step 11
Next select the edge loop and deselect both side vertices. Under Edge Tab menu, use Bridge Edge Loops.
You could also access this by pressing Spacebar and typing in Bridge Edge Loops.
Step 12
Make sure you also close those in red circle. Press TAB to switch to object mode.
Step 13
For now, select the rabbit model and hide it.
Step 14
Go to side view, add a new Mesh > Plane.
Step 15
Now from the top view, position and scale it as shown in the picture above.
Step 16
Now go to the modifiers tab on the right side. Add Modifier > Solidify. Set the thickness to .02.
Step 17
Now add a few edge loops with Ctrl-R.
Step 18
With proportional editing turned on, grab the middle vertices, ensure X-ray mode (Z) is turned on while box (B) / circle (C) selecting) and position them.
Step 19
After you’re satisfied with the shape, tab into object mode and Apply the solidify modifier.
Step 20
Select both object and join them into one by using the shortcut Ctrl-J.
Step 21
For the bag lock, add a cube and then subdivide it twice and then smooth vertices ten times.
Step 22
Position and scale the lock accordingly.
Step 23
From the side view, duplicate the mesh along the Y-axis and position it.
Step 24
Here you'll see that the origin is way off from the centre of our bag.
Re-position it. Press on the Object > Set Origin > Origin to geometry.
Optional: Set it as a shortcut by right clicking, I put mine as Shift-Ctrl-Alt-C.
Step 25
Select the rabbit and on the top right side of blender, double click on the cube and rename it to rabbit.
Do the same for the bag. You could also separate them to collection. In other word; layers by using the shortcut key M.
Step 26
Select both the rabbit and the bag and under Object > Shade Smooth.
Step 27
Go to Modifier and add another modifier Subdivision Surface. Do the same for the bag.
Step 28
Select the bag and hide it (H) and tab into Edit mode to start combining the mesh together.
Conclusion
In the next part of the tutorial, I'll show you how to create arms and legs of the rabbit in Blender.
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