Outside the Box:
By Paul "Villam" Steed
But, before we outline the legs in the illustration, make sure the mapped box is pushed back far enough so the lines actually show up…
Now we can do the outlines keeping in mind the mesh will still have to be low-poly. Each vertex of our outline is a line of vertices in our shape (well, not exactly but keep it in mind anyway). Thusly, knock your ‘Interpolation Steps’ setting down to ‘0’ so the line doesn’t have any Beziere curve to it.
Here’s the outlines.
They seem kind of high on the vertex count (uh, contrary to the previous paragraph) but that’s okay since we can always knock the model down later. Overall, though, the lines are low compared to a curved line. Now hide everything but the side outline and rotate it 90 degrees so it shows up in the right viewport.
Next, switch to wireframe mode, go to the top view and create a 6-sided cylinder, going back to the right view to tweak it into looking like this…
Like I said, the purpose of this isn’t to hold your hand as you create your dream-girl of a model but to illustrate technique. One technique I employ pretty regularly is cannibalization. So I already have a nice butt and foot from another model, but I felt the actual leg needed work, HENCE the necessity to build new gams. Therefore we only need to build the leg from here to here…
Credits: Thinking Outside the Box logo illustrated and is © 1999 Dan Zalkus. Thinking Outside the Box is © 1999 Paul Steed. All other content is © 1999 loonyboi productions. Unauthorized reproduction is strictly prohibited, so don't even try it. We've got really big guns, and we're ripped, baby.