11)
We cut two new loops and shape the armpit. We'll leave the lose
ends for now because when we attach the legs there will be a bunch
of places to continue them towards
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12)
Cut 3 new cross sections into the arm
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13)
move the vertices into shape; outline the deltoid, elbow and
forearm
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14)
Here's an important step.
Twist or rotate the outer edgeloops 90 degrees.
Many people keep the loops
straight even when the hands are flat but it makes more sense to
twist the forearm as it follows the flow of the muscles. If you
modelled them straight with palms flat and you then animated the
palms to face forward (the only direction you can twist your arm),
they would cross the muscles instead of flowing with them and create
very thin rhomboid faces that won't smooth nicely. |
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15)
Now we add in more loops and start shaping out the arm. This is
pretty straight forward since the arm is basically treated as a
cylinder.
Up to this step the arm is fairly generic. The next arm steps
include some useful steps for further detailing but are mostly
specific to the look I wanted. A bodybuilder would have more and
different flows of loops
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16)
Time for some detailing. I wanted to add in some forearm muscles so
I bevelled in some faces (2) and added in a loop (3) and pushed
verts in and out to shape them
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