How to Make FULL Body in Blender (BEST Method? Explained)

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what's going on people two here and this is the three-step process I use to create bodies for anime slash game characters slash V2 remodels this is part of a full video series of creating a model from scratch in blender all the way to Unity so the three steps are one the blocking out in edit mode two sculpting details in sculpt mode and three re-topology in edit mode so that it's suitable for export this is a process used by some professional blender modelers and I like it because you have good control over the detail and the amount of poly plus the final result is pretty clean for this I'm using blender 3.3 and it doesn't matter if you're using Goo engine or regular blender so let's get started with step one which is the block out phase in edit mode so here I'm just going to take the default Cube and edit it into the basic shapes of the body the most basic shapes so the upper torso is this small trapezoid another trapezoid for the bottom of the Torso so here I'm just using the basic editing tools Ctrl R for Loop cut e for extrude and of course G to grab things around and S to scale things down wherever needed here I made some vertical Loop Cuts so I can extrude out the neck area here is the end goal of this blockout so if you can get these General shapes it doesn't matter how you get there so feel free to use this as a reference and of course for the front part we do mirror it down the middle with a mirror modifier so let's create a loop cut down the middle delete everything on the right side and add a mirror modifier to our mesh I have some additional Loop cuts near the middle so that I can extrude the legs while leaving a gap between the legs now we simply scale it down at the end and it gives us already the general silhouette of what legs look like after a few tweaks we move on to the arm as you can see the top part of the Torso is Loop cut in half allowing us to easily extrude the arms out make another loop around the middle of the arm and make that a little bigger because anatomically the middle of the arm like where near your elbow is is one of the wider parts of the arm move points around as needed to get your desired third proportions and here we split the leg into the thigh and the calf we extrude a bit on the top part of the calf and for the side just note the curves on the Torso on the buttocks area and on the calf once you're satisfied add a subdivision surface modifier you don't have to change the settings but let's select the ends of the arms and the legs press shift e and then drag our cursor all the way to the right this makes it so that those parts are not affected by the subdivision surface because we need those as openings for the hands and the feet let's flush out the neck and do it for the neck as well so here I create a loop cut and I shrink these top parts of the neck down so it looks more like a neck then I take the end of the neck do the shift e and drag to the right thing so that it's also unaffected by subdiv one other area I'll do it for is the middle of the arm but I won't drag it all the way to the right maybe just a little and we'll continue to tweak and here I'll tweak just the hip area and also make it thinner around the knees keep in mind this is a process that you can make tweaks at any time now I go to object mode add an new sphere object add a mirror modifier to it and these are going to be the melons of course let's just do a quick sculpt to make sure it um not just like balls sticking out of the chest again this is still just a block out so just a general shape will do adjust it to your liking I'm going to move them a little lower here and now we're just about ready for step two where we refine the details in sculpt mode right now let's apply every single modifier on our objects and join them together as one object so make sure your body and your melons are now one mesh and as our mesh is selected we enter sculpt mode and head over here near the top right remesh menu you don't need to adjust any settings just click remesh and this prepares our entire mesh for sculpting by giving it a bunch of vertices and fusing the T infusing the old mesh together so that it's one mesh and there's no inside vertices now right beside remesh menu make sure the Diane toppo checkbox is checked set detailing to constant detail and set the value to 40. Let's also make sure mirroring is on now there are lots of tools in sculpt now but don't be intimidated we only need three the first one will be clay with Clay on a low strength like 0.15 I just go over the parts that I'm going to add detail to this will ensure those areas have ample vertices to be edited the second tool is draw which is a very first in the toolbar draw is self-explanatory you can add on to the mesh but what I'm doing here is holding Ctrl so it does the opposite which is it carves out from the mesh we use this to carve out certain details in the body which I'll give you a checklist later but as you can see after we carve things out it looks bad and Jagged so that brings us to our third tool the smooth tool and that's also pretty self-explanatory we smooth out those details we've made as well as any rough edges on our body actually there's a fourth one that's also sometimes helpful which is the grab tool and you can just freely push in or pull out any parts that need a little tweaking so after you've rematched this is what you have to do in order first you take your clay tool on a low strength and go over the entire mesh second we use the smooth tool to smooth out all the rough edges including the arms legs and tors so and third is when we add our finishing touches the details here's a list of details that I like to include but you can use as much of these as you want or more or less using the draw tool but with control held so that it Hollows out instead I hollow out the collarbone the belly button the rib cage the middle of the back but the back of the knee and I also created a bit of separation between the breasts and the Torso as we mentioned use smooth tool after you've hollowed those parts out now using either the regular draw tool or grab to grab things out I Define the knees in the elbows the shoulder blades and the ABS now once you've added all the details you want and refined it to your liking you can move on note that it doesn't have to be perfect and not everything has to be 100 smooth because it won't matter once we re-topologize everything anyway it's not going to catch those small imperfections and if you feel your arm or leg proportions are off that's okay it'll be much easier to fix in The Next Step which we'll move on to now step 3 REITs apology so first thing I'll do in this step add a new plane object and for this object find the viewport display option and check in front apply mirror modifier to it actually I'll just need one vertex for now now I'm going to turn on snapping under the snapping drop down face nearest again this is blender 3.3 so I'm going to do the outline of the breast first just using e to extrude around the outline of the breast after I complete the outline and merge it I extrude it and scale it down and it will snap to the shape of the breast as I'm doing this I'm just making sure the vertices are properly aligned and that they have ample space between each face object mode I turn on shade smooth and from here I work outwards now I'm quite flexible with this there's no real order in how I do it but I'll try my best to share my mindset while doing this while keeping the video not too long mainly I'm just extruding groups of faces so that it's more efficient filling in faces with f and creating Loop Cuts where necessary with control r i tweak the merge distance on my mirror modifiers so that my mesh joins properly down the middle here I use the knife tool because I needed a little more vertices in that area to get that collarbone detail and one goal I have when I'm doing this to keep everything clean is to make sure everything is a quad meaning everything has four edges and four vertices with as few exceptions to that rule as possible I will now add my hand to the scene which I created in the video right before this if you want to see how I made it but my hands opening has 12 vertices which is pre-planned so I'll take one vertex shift d it over to the opening of the arm and E to extrude out a loop that is also 12 vertices at the opening of the arm I'll make sure all of those vertices are evenly spread out just like they are in the hand I'll now select all of those vertices and start extruding them towards the arm when doing this we have to make sure that the vertices are always evenly spanned out as you can see as I use Ctrl R to create Loop Cuts those cuts will wrap around our sculpted mesh as long as snapping is on which is extremely convenient here I'm going to use a bevel tool to create extra vertices for the elbow and I everything I've marked in green is just an annotation for myself that once everything is done I'm gonna find those areas even more in edit mode so as you can see areas with extra details such as the rib cage I add more geometry there to make sure that shape is captured in the re-topology here for the Belly Button as well I use a knife tool to create extra quads around the belly button area same with the collarbone there's an extra thin layer of faces there that ensure that the shape of the collarbone from the sculpture is captured I decided to just not do the Abs for now didn't really feel like it so now we got front torso arms done stomach done now we move on to the legs which is similar to the arms my Feet's opening have 10 vertices so I'm going to make sure that this opening has 10 as well as I extrude it upwards it's not going to come out evenly so I have to ensure that it's even by manually moving the points around and once again this is pretty easy we just extrude it upwards and create Loop cuts to make sure the entire leg is fully fleshed out as it approaches the upper body I angle the loop slightly to follow the curve of the body now I'm going to add my foot to the scene I actually don't have my foot tutorial out yet the hand tutorial didn't do so good so I'm not sure if people actually want that but I'll probably have to upload it regardless so that it's just complete I won't Bridge the hands and the feet just yet now comes one of the harder Parts where we'll have to harmoniously join the legs with the stomach with the butt Etc just added some geometry here for the knee later now joining these areas together is just like a puzzle it's something you mainly have to figure out on your own I can only give you the general guidelines like make sure everything is quads make sure everything is spaced out properly and make sure it follows the Contour of the body and the beauty of the snapping tool is you don't have to worry as much about the micro placements you just have to worry about how you're going to join everything together which is why I prefer this method over just using edit mode from scratch and creating a body like that now we work on the butt region and again we have to create extra vertices here to capture that little crease in between the buttocks and the legs often there will be times where you'll have these shapes that are not squares but they're still quads to help out with joining certain areas of the mesh with other areas of the mesh and you'll see a couple of those around the butt area and also the side of the stomach because of the rib cage area and for the most part that's really just fine um it doesn't affect anything in a big way for the most part all the hard parts are finished now we just have to worry about the rest of the side which we're extruding out here not too hard to harmonize that with the opening of the arm I dissolved some edges here on the Torso just to make it a little neater I finished up this area that joins the side of the leg with the butt the middle and top of the butt are relatively easy we just have to extrude the vertices up the main area that we're left with is the whole back which is relatively simple and this collarbone and neck area I'm going to make sure that the neck has 10 vertices that'll match the opening of my head which I'll do in the next video I'll have to do this weird triangle quad here but that's okay I got a little confused on what to do here but if it ever gets a little messy like that you can just delete the vertices and try again with a different method so here's a solution that I found to harmonizing this area and then this part is pretty clever not gonna lie I'm just going to extrude this point out control R to Loop cut Mouse wheel scroll up to create more loops and and then use f to create faces to this area from the top of the neck then Loop cut those to quickly establish those parts and you'll see me use this a lot more for the rest of the back here's another small mini game puzzle this is what I decided to go with even though the faces are kind of big but overall it's okay because this is not really a detailed area we can just span those out a little more now I can take this whole segment extrude it down and once we align it and then Loop cut it it will follow it will snap onto our mesh and here we have a perfect one face Gap so if you select two vertices and keep pressing f it will just fill these in so I've been doing that a lot if you didn't know how to do that that's it's really that simple the bottom back top of butt area is also pretty simple we can do the same thing where we make these really long faces and then just Loop cut them after and it will align with the shape of that area just got to make sure it's aligned to the middle so it joins emerges and we're almost finished we just have this one last puzzle that we have to get through this one looks pretty simple it's just one row off from being completely aligned but we can solve that pretty easily by creating a loop cut on the side closer to the middle of the back so that we can easily join it like that so in real time this takes about an hour and now I'm just gonna go over all of the vertices with the final pass to make sure everything's aligned and neat now we can just put away or hide our sculpture we can turn off snapping so that I can now freely move around some parts that I wanted more definition on such as the knees the collarbone I'll move that in a little bit more and also use shift e to add a crease there and as I mentioned earlier this is now the convenient time to adjust the length of your limbs because it's really simple um topology now so you can just scale it down as needed and here I just joined my hand feet and body objects all as one and use Bridge Edge Loops which is in the edge menu just select both opening Loops I don't know I had a little uh trouble here but these have the same amount of vertices so once they Bridge it will be a perfect match can even dissolve the edges here if we don't need those extra faces clean it up a bit and I'm just going to scale down the arms just a little smaller and shorter it's common that once I connect the hands to feed the head that the proportion becomes more clear to me if this video helped you please help me out by liking the video and consider subscribing because up next we'll continue to work on this model and I'll show you my process of creating this entire Anime styled head complete with edited normals and shading anyways I'll catch you in the next one peace
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Channel: 2AM
Views: 33,496
Rating: undefined out of 5
Keywords: blender, 3d, modelling, make 3d anime girl, make girl, make girl blender, make 3d girl, vtuber, make vtuber model, how to make, how to make girl in blender, make anime girl, tips, blender tips, blender anime, goo engine, goo blender, anime, make body blender, how to, how to model, blender body, blender body tutorial, body tutorial blender, anime body, anime body tutorial, body tutorial, how to make body in blender, how to make body, make female body, female body, 3d body
Id: D58bdL8UzTI
Channel Id: undefined
Length: 14min 10sec (850 seconds)
Published: Thu Jan 12 2023
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