![]() (Hitting the extrude button after selecting faces, scaling it down, then moving the new vertices works well if it’s difficult to move the vertices to make an arm cross section without altering the body geometry too much.)Īrms were extruded in full length, then vertical edge loops were added to shape it. To model her arm, vertices in the area were first moved so that it makes a rough shape of an arm in kimono sleeves. So this is what it looked like in the perspective view. Like her body, her leg was modeled by adding horizontal edge loops and moving the vertices from the front view… ![]() So I modeled her leg starting with a cylinder. I’ll be putting an alpha map on her kimono so her left leg can be seen. The highlighted faces were extruded to make her Obi sash. Vertical edge loops were added so that she is no longer boxy but round. ![]() In the side view, vertices were moved to trace around her front and back. Horizontal edge loops were added to where I want to have geometry, and vertices were moved to trace around her left side. So I started with a cube on her left half. Modelling one half of Azusa is enough as I can mirror her later. In this post, I’ll share how I modelled Azusa – my first ever 3D character.įirst, two planes were made orthogonal to each other to place the front and side outline of Azusa. Above is my concept art I whipped up in photoshop: A punk infused geisha named Azusa.
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