Modeling Body Arms and Branches in Blender 2/5 | Hard Path Challenge

Hi, welcome back to the second part of my personal challenge It’s time to turn this concept into a 3d mesh As usual i have this little frame from PureRef staying on top of everything but i set up obs not to capture it, so you won’t see it In this episode, I will model it’s body, arms and branches using Blender This is rather straightforward procedure with polygonal modeling Creating leaves however, will require a special trick using particle system and work in conjunction with texturing It’s a bit complex technique which is why i will cover that for the next episode So without further ado, let’s get started First thing i do is to estimate height of the tree Let’s take this default cube as 1 meter, so 2 of them on top of each other roughly makes a human size and i will add 2 more for upper parts such as branches and leaves Since these cubes are only for reference, I will change the object display to wireframe and rotate cubes just a little bit to better see them I started with blocking out the body using the default cube I only need outline of the tree at the moment so i’ll keep details as low as possible And i will get rid of vertices from left side, then, add a mirror modifier This way i can focus on one half of the mesh while the other side is automatically synced in real time The body of this tree will be relatively rigid, it won’t twist and bend too much like a humanoid so I’m giving it very long arms to reach it’s enemy See how i bent just middle of the arm like an elbow? This litle detail will indicate where to put bones and which direction the arm will bend while moving Even in such small project time is most valuable, planning several steps ahead is crucial if you don’t want to go back and fix things And sometimes you might need to save time In this instance I’m keeping edge loops on the claw symetrical on every axis You’ll see that when i go back and make quick adjustments to the fingers such as changing size or thickness, it will only take several seconds It’s because i’m using individual origins as pivot point, so i will only need to modify 1 edge loop instead of 4 I also kept the claw seperate from main body just in case i screw things up and need to start over This way, i wouldn’t have to worry about accidentally selecting and deleting necessary polygons from the body When i’m satisfied with the claw, I will merge it with the arm using Bridge Edge Loops command This command works best when 2 loops have same amount of edges, so I added 2 more cuts to the arm Speaking of the arm, it still looks too thick It needs to be indistinguishable from other branches, so i will thin it down a bit And also the body needs to look like a tree trunk rather than a human At this point i will apply the mirror modifier and use the shortcut Shift+Alt+S to turn edge loops into a circle Remember our concept had a thick and a thin arm for different attacks? Now that i no longer have symetry, I can make adjustments to the other arm and make it as thin as possible. For branches on upper body, I will use Bezier Curves It’s because i will have more control over polygonal modeling. And creating a new branch is as easy as copying it, changing it’s start and end points, and modifying thickness using bevel parameter. I will also keep the resolution as low as possible We will be populating these branches with lots and lots of leaves on the next episode, so keeping the polycount minimum is the logical step here While adding branches, i don’t have to follow a certain pattern It can be random, but i still need to keep a balance. Branches shouldn’t spread too far from the body, this will expose center of the tree and it will look naked They also shouldn’t stay too close to each other If they do and when we create leaves, many of them will intersect with each other and give us lots of unneccessary polygons To help me with this situation, I need a guideline for leaves coverage before modeling individual leaves For this, i will use metaballs These spheres instantly merge with each other and quickly create boundaries for leaves area Using metaballs, i can quickly modify the shape later on and i can always add or remove spheres depending on what i need to create I will hide metaballs for now and continue creating different branches You might be wondering why I’m calling these branches but they still look more like tubes It’s because at the moment of this recording, there is no parameter to set begginning and end thickness of curves individually However, there’s an option to assign a Taper Object and use it’s width to create thickness difference between start and end points This feature is useful to keep things at the same rate for multiple objects or you can always create seperate objects to use them as a Taper Object and maintain control over your curves without converting them to polygons But in my case, i need different thickness for individual branches I could go ahead and use multiple objects for taper but i’m sure it will easy go out of control Instead, i chose to convert curves to polygons and modify each loop by hand It’ll probaby take same amount of time without the chaos But i might need curves later on in case i need to create a different looking tree, so i will duplicate them and move to a seperate collection Now i will convert these curves to polygons and begin closing gaps While doing that, I will also resize edgeloops Now these objects are looking less like tubes and more like branches Some areas are looking too sharp at the moment, so i will use To Sphere shortcut i mentioned earlier to smoothen them out As you can see I spent considerable amount of time to fine tweak one branch and i rotated the camera too many times to check the result There’s always more than one way to do things This time let’s place the 2d cursor in the middle of first edge loop of the branch and set it as a pivot point for rotation This way it’s much faster And we are almost done with the tree On the next episode, i will show you how to create bunch of leaves using one simple plane object Thank you for watching

Leave a Reply

Your email address will not be published. Required fields are marked *