One of the key uses of 3D packages is making models of a characters, usually human but also cartoons, animals, mythical, aliens or robots. Often the word humanoid is used meaning human shaped i.e. two arms and two legs.
Models of bodies/body parts are called skins. Skins can be connected to an armature (skeleton) to create a rig that can be posed and animated.
To get you started here is a video tutorial split into two parts that shows how to create the upper body (torso, arms and neck) of a humanoid character. This tutorial is based on a tutorial in Roland Hess’ book ‘The Essential Guide to Learning Blender’ –
this tutorial shows –
- How to use subdivision to add geometry to a cylinder so that it can be deformed. You need a reasonable number of vertices, edges and faces, evenly spaced, before you can deform a mesh.
- How to extend a surface by adding faces (shoulders).
- How to use vertex and edge selection modes, how to use the Alt key to select a line of edges and how to use the ‘Limit selection to visible’ button.
- How to use proportional editing with grab and scale to deform a mesh.
- How to use the smooth and mirror modifiers.
Files created in tutorial –
- skinTut7.blend – shape before mesh is deformed
- skinTut9.blend – file at start of part 2 of tutorial
- skinTut23.blend – file at end of tutorial
This second part shows how to add arms and a neck to a torso shape.