Polygon Modelling Lego Arms
Create:
(if you don't have a .dwg of a Lego arm use vernier calipers and measure)
Create a box, 4 by 4 by 4mm. Visually align box with base of picture of the cuff.Convert to editable polygon.
Select edge and with graphite tool, loop and connect with 2 segments at 98% until it resembles a cylinder.
Select all polygons and scale out in line with the image and sculpt to shape. Select the top polygon and move vertically up to elbow joint ready for rotation or modification.
Add a FD222 modifier and using control points to adjust to the right angle. Apply turbosmooth to view.
Extrude and bevel. Tweak it to modify, then manually move, rotate and scale.
Tighten up elbow by selecting the edge, ring, loop and connect. In wire-frame, select edge, loop and move edges down to regain organic shape of shoulder. Bring in the vertices of the shoulder slightly and align with the template of the arm with the move and scale tools. Check all alignments on grid and check the form all over the arm.
In order to see through it, change in object properties and make it see-through in poly level.
For extra refinement add extra geometry and inset polygon. Adapt to a square shape by creating another 3 by 3 rectangle which can be orientated to compare to my inset poly and align vertices.
Extrude all polygons by 0.1mm, then only selecting the central polygon extrude out to the corresponding shape of the template.
Select edges, ring and connect to tighten geometry. To adjust further, select all poly and scale out in x+y-axis to the correct size. Select end poly and adjust and scale.
Inset another polygon on the base of the cuff and extrude upwards negatively about 5mm as measured with verniers. Add detail by edge selection as before and connect to about 98%.
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