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In this chapter, we are finally going to lay down some mesh and start modeling the body.
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So let's start by adding an object.
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So I will press Shift A and add a circle.
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I like to start with the circle.
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And we'll need to modify this to six vertices instead of 32.
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So expand this window here and enter six here.
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Let's press Enter.
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And now if we rotate this, this is a simple six sided circle.
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And this might look weird that I'm starting with the legs.
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But I kind of like this approach, where you start with the legs, finish with the pelvis
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and then extrude the body from there.
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So let's now go into the edit mode by pressing Tab.
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And let's move this to the side a little bit.
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So I will press G then X and move this to the side on the x axis.
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And now if we look from the front, we'll need to modify this, scale it down, press G and
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X once again and move it in place of the foot.
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We can zoom in a little bit and let's place it here.
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Don't worry about the topology right now, we'll come back to that.
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And now let's press F so you can see we filled the circle with the face.
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Let's go back to the front view by pressing 1.
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Let's press E to extrude and extrude about somewhere here.
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And right now we'll need to shear this.
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It's a tool I really like because we won't be modifying the position of these vertices
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on the x axis.
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You can find the shear right here in the toolbar, but there's a shortcut for that.
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You can use Ctrl Shift Alt S and that's a handful, but it's not that hard to press actually.
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So I will press Ctrl Shift Alt and S and it looks like it's happening because you need
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to switch the axis around which the shear is happening.
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You can see it right here.
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Press X and Y to search your axis.
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So I will press Y here and now we are shearing this correctly.
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Let's do it like this and press G and Z to move this up a little bit so we are matching
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the point here.
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And now all we need to do is add the mirror modifier.
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So go to modifiers here and add a mirror modifier and don't forget to enable clipping.
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So that way when we extrude something all the way to the center of the mirroring, it
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will merge the vertices that will touch.
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So now we can rotate this to the side.
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So press 3 and you can see we are a little bit off.
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So I will press A, press G then Y and move this a little bit back.
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Now let's rotate this, press 3 for face select, select this top face.
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This is very important to do because if we didn't delete this face, I will press X and
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delete faces.
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If you don't delete this, it will stay inside and it might mess up your mesh later.
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Now let's look again from the front side and I see I didn't match the scale of the reference
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too much.
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So let's just press A, S to scale and Shift Z to scale this only on the X and Y axis.
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Something like this and then G and X to move this.
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So we want to match the side of the legs here.
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Now if we rotate back and press 2 for edge select, select this edge here and CTRL click
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here to select half of this loop and now we press E then X to extrude this towards the
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middle and since we enabled that clipping, it will merge at center nicely.
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So this is our base for legs and pelvis and it's a little bit short but then again we
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are creating stylized characters so we can continue with this.
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Let's ALT click here to select this loop.
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Let's look from the front by pressing 1 on the numpad and now press E again to extrude
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and we are not pressing any axis so we are extruding this freely and let's extrude this
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like that towards the side a little bit.
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Now we look from the side so press 3 for side view and we'll scale this on Y a little bit
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so press S and Y, scale this up and right now I want you to press R for rotate and rotate
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this a little bit.
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We can additionally press G and a little bit match the topology underneath and the reason
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I rotated this is because in the human body you have basically two solid blocks, the rib
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cage, the chest and the pelvis and they are connected with the spine so and they go in
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a little bit of an angle.
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So you have pelvis like this and you have a chest somewhere here and they are connected
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with the spine here and this angle is really important here and it's good that the topology
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meets those angles and then it's easier for deformations and animations and stuff like
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that.
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Now we can continue by extruding this upwards so press E and just extrude this and we will
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rotate this once again to match that other angle, the chest angle so let's just rotate
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this and we'll scale this down.
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So we are creating something like this, don't worry about the belly here, we'll be creating
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that a little bit later when we add more topology.
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So let's look from the front and so far so good, maybe make this a little bit smaller
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on the X axis like this.
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Let's continue now so let's rotate and we'll now select this edge in the front and bring
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it a little bit up so let's look from the side again and bring it up like this by pressing
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G and maybe a little bit towards the back and now shift click this one here so once
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again we are selecting these two edges in the front, going back to the side view and
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extruding the chest all the way up here and now we'll need to extrude this towards the
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back so press E then Y and extrude this.
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Now we can fix this a little bit by selecting this edge here, pressing G then Y and moving
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it here and we'll now connect these two so shift click here, press F then select this
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edge here and press F again to connect this and we basically created an opening for a
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hand and again don't worry about the topology right now, we'll need to add some more loops
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here so press CTRL R, add a loop here in the back, confirm and release with the right
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mouse button and in the front as well so CTRL R and release.
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And now we can alt click the loop here, select from the side and adjust this a little bit
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so we are trying to create a hexagonal opening for an arm and you can see this happening
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on the topology right here, I will again use the annotation so these are the edges
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we are going for, we don't see underneath but basically it goes something like this
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so let's press G and move this a little bit down
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and we switch to the vertex select by pressing 1 and move these vertices around so we create
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a nice opening for an arm like this.
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Okay I think I like this so far and now we'll create a shoulder so let's go back to the
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edge select by pressing 2 and select this edge and CTRL click right here to select half
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of this loop and we'll extrude this to the side so let's look from the front, we are
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extruding this half loop and rotating this so let's rotate it a little bit and let's
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now close this up by adding some triangles so again in the edge select I will click this
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edge here and left click here and press F to fill a triangle there and here in the back
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as well so shift click and fill this up so we have the base of our topology now let's
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fix the positions a little bit so we can go back to the front view, go to the vertex select
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and select all of these vertices and you can see we are a little bit off here, this is
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basically the part here so we can rotate this a little bit and move it here and you will
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see how this is starting to match it nicely and we can move these vertices as well here
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a little bit down and we can select this one here and move it towards there so this is
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starting to look more like a body topology and we can adjust this further by moving it
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to the right place.
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So this is fairly optional, you might want to experiment with this later when we apply
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subdivision modifier and you want a different shape of the body or something but I've included
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this topology reference so you can match what you see on the screen right here and we can
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press and we can select this vertex too and select G twice to move it towards the middle
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there.
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Let's now look from the front by pressing 1 and we'll extrude this short loop and this
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will finish our shoulder here so as you can see we have our chest part here and then it
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connects to the shoulder part and then extends to the arm itself so we can alt click here
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to select this loop, extrude, press R and rotate to put it in place we can scale this
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down a little bit so press S to scale and now we'll extrude the arm so press E once
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again extrude arm all the way up here and let's just resize this, don't worry about
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the middle here, we'll get to that later.
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Let's now look from the side by pressing 3 and I want to do a loop on the belly here
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so CTRL R and make a cut right here, we can release this by clicking the right mouse button
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and now we'll need to fix this according to the reference, we want to make that large
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belly there so first of all we can move this a little bit here and then drag the selection
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around these front vertices and move this all the way up to the front.
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Now we need to rotate this a little bit and select this edge right here in the front and
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go back to the side view, press G and move this towards here and we'll need to fix the
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chest as well and for that we'll need one additional loop so press CTRL R, do a new
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cut here and move it a little bit upwards like this and now go back to the vertex select
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by pressing 1 and move these vertices into place.
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So we are getting to something more similar than you can see on the reference and as you
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can see it was nothing too crazy so far, you just have to be a little bit careful to see
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where you're extruding stuff and where you're putting your loops and where you're connecting
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things but so far this is fairly simple topology and we've just added two more loops to the
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belly section here so we can create a more complex shape and we'll now do the same thing
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for the arms and legs so let's look from the front and create a new loop here so CTRL R,
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create a new loop, we can rotate this a little bit and scale this up like this and we can
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create new loops on the legs so let's do a cut here and one more down here and we can
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shear this once again so CTRL SHIFT ALT S and then Y to shear this and ALT click this
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loop and CTRL ALT SHIFT S and Y to shear this as well so we better match the underlying
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topology so now we got to something really similar and I can see some differences here
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and there so if you see something like that you can drag selection around those vertices
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and put them more into place if you feel like there's too much lines going on you can always
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toggle x-ray even in the wireframe view so you have the nice clean view of topology here and
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we can already see that the topology here is a little bit off so we can select this edge here
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go back and move it a little bit to the side and then just position of these vertices as well so
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we better match the reference and again this is completely optional so if you want to get as
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close as possible repeat this after me if you want to find some other shape that works for you
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that's totally okay the important thing is the way how you build the mesh and the topology so
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it gives the desired result but the shape is all up to you and now I will move this a little bit
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here as well look from the side and match some of these as well now I don't like this part here so
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we'll need some more geometry there and I will use a knife tool for that so let me toggle off
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the x-ray so we have a better view of what we are doing and now I will press K for knife and
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let's click this vertex right here do a cut towards this edge then one more here so we are
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basically creating a new geometry here by creating this triangle there and now we can move this back
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so it looks a little bit nicer here and I think this better matches the original let's toggle
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the x-ray once again so I'm holding Z and toggling the x-ray and we'll add some subdivision modifiers
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so go to the modifier and add subdivision surface here with two levels now let's rotate this go to
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the solid view and so far so good but here we want this a little bit sharper since there's like chest
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starting so we'll use the knife once again press K start at the vertex here and make a cut right
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there you will see what will happen if we hit enter to confirm our cut you'll see we created
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this nice sharp chest part there and belly is going from there so all good here and now I will
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rotate this to the back enable the auto merge here and that's basically the function when you
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move the vertices around and you hit another vertex they will auto merge if you land it on
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the same position so if I select the vertex here press G twice don't repeat this after me and leave
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it here it will merge these two vertices at the same place if you have the auto merge on and now
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we'll need to switch to the edge select so press 2 select this edge right here press G twice so we
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are sliding here and move this all the way down until it doesn't go further and left click and
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since we enabled this auto merge we merge those vertices and we created the triangle there because
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we really don't need that extra topology here we just need to create the chest from here and there
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are two little more things we need to finish first we need an opening for neck so let's rotate this
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up hit 3 for face select select this top face press X and just delete it and now press 2 for
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the edge select select this loop here and look from the front and extrude a neck here like you
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see on the topology reference and we'll need to match the y-axis as well so press 3 and scale
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this on the y-axis it's a little bit off so we'll need to adjust this a little bit later but right
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now we can move towards the legs and fix those and we can toggle the x-ray again so hold Z toggle
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x-ray and let's move some of these vertices in place to better match the leg and we can help
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ourselves by locking this on Y so press G then Y and move this around a little bit and this
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somewhere here okay let me look from the side this looks alright so far and now and now we'll
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need to add a loop here so press ctrl R add a loop and make it wider so press S then X and scale this
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here and maybe move to the side a little bit so press G then X and move it like this and now look
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from the side and we can scale this on Y as well and here we can drag a selection around those two
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vertices press G then Y and move this towards the front so we are creating a little bit stylized
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foot here and basically we are almost done and you can continue like this maybe fix some parts
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like the neck here and you can move on or you can stop here a little bit and refine your mesh
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according to topology I will do that right now so let me look from the front here and try to
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match this a little bit better I can see you right away we are a little bit off here so let
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me move this a little bit up then we can look from the back by pressing 9 if you're in the front view
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remember you can always press 9 to look from the other side as well and let me
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move these vertices around a little bit so we better match the reference
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you
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okay I really like this so far so let's disable the x-ray and let's tab out enable smooth shading
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so it click shade smooth and we can have a look around and I really like what I see I think with
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these few extrudes and cuts we were able to match the body topology quite nicely so this will serve
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as a base for our character and we can now move on first let me rename this to body so double
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click in the outliner and type body in and again remember we first extruded legs connected them to
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pelvis we match this angle right here extruded towards the chest rotated the angle so you can
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see they are not perpendicular and then we created the openings for the arms and extruded them and
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then fix the topology a little bit by creating some of these cuts with the knife and the shoulders
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here and stuff like that so pretty easy and straightforward and for this kind of illustrations
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I had much better results creating the topology myself than sculpting and then having to retopologize
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the model itself so this is the base for our body let me type out let's press ctrl s to save the
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file that's very important don't forget to save often especially when you're doing a little bit
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more tedious work like this and let's move on to the next part
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