The thigh

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Transcript

In this lesson video, we will continue modeling our robot. Now we will focus on modeling the type of robot. This is what we have so far. Let's hide the arm and the hand first so they don't get in the way. Then unhide the sphere object that we have duplicated before when we model the lower torso object, we will use this object as the origin reference. Select this age.

Now we want to split this age. So go to the menu, then choose h split here. Now go to face mode, press L here, then deleted. Next, to add thickness to this object, we can add a solidify modifier But before that, let's fix the H sharpness. Select this H loop, then mark sharp. Go to the object mode.

Right click and Share smooth, then turn on the auto smooth and change the angle to 50 degrees. Then let's add the solidify modifier. By default the solidify modifier will add the thickness inward to make it goes outward, we need to use a negative value. So type minus two centimeter then enter. Okay, I think this is good enough. Let's apply the modifier now.

For the Thai object base, we will use a cube. But before that, let's move to the 3d cursor to the join location. Next, create a cube object. Then we need to rotate the cube so it aligns with reference and hide the side reference. Rotate the skill I think we need the longer walks too. Easily align it to the reference.

So go to the edit mode, select this face at the bottom, activate the move tool. Now, because we rotate the object in the object mode, and we are now in the local mode, we have the z axis still perfectly oriented or aligned to the mesh, move the face long enough so we can use it to align the object to the reference. Notice if we have this in global mode, there is no axis that we can use. After we have something like this. We can go back to object mode and try to rotate it again. I think we just need so for all small degrees left.

Let's try negative 16.8. Okay, just memorize this number as we will use it again later. Let's try moving the face again until the end of the tie in the reference here. It will have the object's rotation value just about right select the upper face and move it like so. Then this face And finally this face. Next we want to create this truncated area.

Select this age, sorry, I mean his age here Beverly select this age here and move this along the local Z axis. Next, select these two ages then Ctrl B and just add about three to four segments on a bevel area. Then select these two ages at the top Ctrl V again and make it like so. Next, we want to make it wider on the x axis. Let's turn off the side reference and turn on the form reference. Select this side face and just drag this along the x axis.

Later, we will add more thickness using extrude and insert here. For the left face, we want to export the bullet join. So let's drag this to about this location. Hide the front reference. Now we want to focus on modeling only on the right side and have the left side follows. We can add a mirror modifier for this, but we need to move the origin to the center of the object first, this is the function of this sphere here.

With this we can always align the origin back to this location. So to center the origin, go back to the object mode, Object menu, set origin origin to geometry now that we Have the origin at the center. We can add a mirror modifier. Make sure the bisect option is active. Go back to edit mode, select the space extrude this just a little then inset move this to the right. I think we need more.

Insert it again and move this again, we want to create a curved surface at the side of the tie. Next, we want to continue this vertex here by creating ages to the direction so Ctrl R and create an age loop up here, slide it to this location, select this vertex and in this one also then hit j to connect them to reduce the end goal effect on the side. Let's select this vertex and this one, then press J. And we need to do this also on this side and so on. I'll speed up the video for now. Now let's apply the mirror modifier.

Next we want to create the bottom hole to export the new join, select this age, hold CTRL and then select this age. Press Ctrl three to select the faces, press X and choose faces. Next, we need to create the hole also for the upper part. For this, let's go to the right view. Go to wireframe mode, press K and then z and just cut it to this point here. spacebar to confirm.

Okay, now we want to split apart this age to add some detail exposing the interview Part of the tie just a tiny bit. So select this H loop here, Beverly. We only need one segment for this bevel. Make it very small, then left click to confirm. Then while we have the faces selected, delete them. Next, we can start creating the hole for the top part, press key and hold control so it snaps to the center of the age.

Click here, then hover to this area, hold control also and then click then spacebar to confirm the cut. So now we have something like this. Let's do this also on the other side. Press key, control click, then control click again here, then spacebar. Next hold shift out and click on this age then speed these ages Now we can select these faces separately from the main model, just delete them. Okay, next let's define the shop ages.

Select this H low then this H loop, mark them as sharp. Go back to the object mode, set it to smooth and turn on the auto smooth option and set this angle value to 50 degrees as usual. So now we have something like this let's add some thickness to the model using the solidify modifier. I think I want to go with three centimeters for now. Next, we want to create a hinge joint for the knee for the We need to move the 3d cursor to this location. To make it exactly at the center of the thigh base model, we can select this vertex here and then this vertex on the other side.

Because we have these two vertices selected, the median point will be exactly at the center of them. So this way, when we press Shift s and just cursor to selected, we can see now the 3d cursor is at that location. Make sure we are in the object mode and then create a new cylinder. Change the number of vertices to 16. Rotate it 90 degrees on the y axis. Apply the rotation scale it on the x axis, but still give a bit of room for later extrusion.

Apply the scale now. Go to the edit mode. Add to loop cuts here. Go to h mode and select the two loop cuts. Then bevel them. Make sure it has two segments each.

Select the center he loops press out as to shrink them. Mark these s sharp also these ages. For the left part, we will use a mirror modifier later extrude this face and scale it down. Insert it and insert it again the second time. Move this face inward. Get back to the object mode.

Shed smooth and turn on the auto switch Option, set it to 50 degrees. Add a mirror modifier, turn on bisect and then apply it. Next, we want to create the inner part of the tie. For this, I think it is better to straighten the tie first, or sorry, almost forget, we haven't aligned the knee joint to the side reference. So go to the side view unhide the side reference and just move this join to this location here. Next, we need to join this to this.

Make sure we don't have any modifiers active when joining them. So apply the solidify modifier select the New Age object, hold shift and then select domain tie objects ctrl j to join them Next, we need to To move the origin back to the bullet join location, because right now, if you rotate it, it will do like this. There are actually several ways to use this object as the pivot point, we will just use the same technique we've done before. Select this bullet join shift s and select cursor to selected. After that we can select this object again and set its origin to align to the 3d cursor location. Press ALT R to reset the rotation.

We can see it is now straight vertically, shift a and create a cube. Go to the edit mode and move this to the center of the main tie object. Select the bottom vertices and move them down. Select all and scale it up on the x axis. then scale it up also on the y axis. I think this top vertices need to be a bit higher.

Go to object mode and shift select the bullet join object, press forward slash on the numpad to go to the local view. This will isolate the view so we only see these two objects and hide the rest. Select this inner thigh object and add to loop cuts. Select this face here and then extruded let's like these two faces also and scale it on the y axis so that the bullet joint is covered. Select these two ages and there them just like so. I think we need to scale this even more so it covers the bullet join.

Let's mark this he looks as sharp. Next, select this button face and extrude it down. press forward slash again to go back to the global view. For the bottom part. We want it to look like it is connected to the center hinge. We can scale this face down and let's move this face a little bit to the right Select this age and move it forward.

Select these ages and then move them up. I think we are done within the report. Let's fix the small thing now. One less touch. I think it will be better if it read this face up a little. Okay, we can now join this object to the main object.

Just double check if we have any modifiers active that we need to apply First, look safe Select the inner part, hold shift and then the main part Ctrl J. Then let's join this object to the bullet join object. Again, before we do that, just check whether it has a modifier active, then join them. For now it is actually doesn't matter which one is the active object as they both have the same origin location ctrl j to join, and that's still this tie object again by rotating it on the x axis for negative 60.8 degrees. Next, let's add a mirror modifier so we have the left eye. For the mirror object, let's pick the upper torso.

We now have two symmetrical ties for the robot. So we are done modeling now. Let's see what we have so far with the arm and the hand just to check with Whether we still need to tweak things around, I think I'm happy with the result so far. Let's rename the object to tie and we are done. In the next video, we'll continue with modeling the cost object

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