Defining the Arms and Torso

In this section, we’ll add more definition to the arms and torso, and we’ll begin to add Jim’s backpack. Continue with the next steps shown in Figure 7.16.

Image

Figure 7.16 Continuing with the torso modeling process

10. Add some more loops and definition to the arms.


Tip

If you really want a character’s model to be awesome, work on the topology for the muscles in the arms and torso as you did for the face. In this specific model, the muscles are not very defined and the jacket deformations will be pretty simple, so we can go with topologies that are less complex.


11. Select the faces surrounding the elbow area. You’ll want to add some definition to the elbow to make sure that when Jim flexes his arm, the elbow responds accordingly.

12. Make an Inset (I) in those faces and, using the sliding tools (select a vertex or edge and press G twice), make the loops around the elbow rounded. Also, select the face in the middle of the elbow loops (the one highlighted in the image) and move it out a little bit: this will give the outside of the elbow a little bulge.

13. Go back to the torso and add some loops to define the waist area.

14. Using the Knife tool (K), make a few cuts similar to those shown in the image and adjust the new geometry to define the pectoral area.

15. With the Knife tool, cut some new edges around the neck and near the shoulder to add a new loop in that area. (In the image, you can only see the front part of the torso, but the cut is exactly the same when modeling the back of the torso.)

16. Make two cuts vertically near the frontal mirror plane to create the zipper for the jacket.

17. Now, jump to the back side of the model. If you haven’t done anything to it yet, adjust the shape of the vertices there according to the reference images. Create the cut indicated in the image and adjust the highlighted faces; they’ll serve as a base for the backpack.

18. Extrude the selected faces for the backpack and adjust the shapes.

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