Subject: Assignment Process (Modelling Whole Bug mesh) 05.10.13
Today I started creating the legs, which were done by extruding from the torso mesh - using the same method when I created the arms.
I also had to think about how I would create the boots and whether they would be a separate object.
So what I did was, is adjust the location of some subdivision caps so the legs could be extruded more evenly, and then selected the border edge which ended up taking the shape of a square.
I thought I could create the legs like I did the arms, so I just extruded straight off that and stopped half way down the legs to extrude again so I could have a couple extra divisions to work with to be able to complete the knees as well. Now with the feet, I had a couple of issues, which I did learn how to fix after experimenting a little bit and doing a bit of trial and error testing.
I decided to create the feet and shoes as one object attached to the bottom of the legs at first but then I thought I could just keep extruding and scaling certain pieces to get what I wanted - which worked out quite successful. This was until when I wanted to extrude outwards to create the area where the arch of the foot and the toes would be. I wanted to create a sole for the shoe as well so it would have a realistic twist on the character but I did this the wrong way, extruding the top of the shoe and then the sole of the shoe separately when they were sharing a lot of the same vertices and edges. I wasn't thinking clearly but then after it kept deforming in '3' (smoothed mode), I realised something was clearly wrong. I decided to leave it for a night and then return to it in the morning - and when I did I realised how silly I was.
So - because I saved up until that point and another before hand I could revert back to a couple steps earlier which made it easier than deleting certain parts and trying to fix them back to what they were and things. I remade the shoe and this time I extruded them both at the same time, and this time I didn't have any issue with then trying to move some vertices, smoothing the object and also didn't have any faces inside my object - which is what I had before. I also hardened some of the outer edges towards the toes, as well as bevelling some so the shoe kept its shape.
After I'd created the shoes I realised the bottom edge was slightly rotated, which incidently worked out quite well because that meant the legs were slightly off and that's exactly what I wanted in the first place but didn't realise how to create it. So I just evened the very bottom of the shoes slightly, and now I have a straight - very similar torso, legs, arm and head - following nearly identically the references behind.
After completing this mesh, I've decided I'm definitely going to stick with this one, rather than having all the separate parts just combined by using joining methods. This way looks way more smooth and just has an overall continuous feel to it.
I completed the mesh by leaving the antennas as pieces that just joined on and with the shell / back / wings I've also just left that so it sits on the back of the bug, not interferring with any topology. I don't actually know how I'm going to approach this so I've left it for the moment so I can speak with my teachers about it.
To complete this study block for today, I've centered the pivot and snapped it down to the level of the grid so the bug stands on top. I've also rearranged my layers and have grouped all my items correctly. I've frozen the transformations and deleted all the history so I can get stuck straight into rigging and building the environment when I get back to uni this week.