In this lesson video, we will start modeling the upper torso of our construction robot. Let's hide all of our references except the front sketch. Next, we want to reduce the opacity of this from sketch so it doesn't get in the way when we are modeling. Today, we can open the grease pencil data panel here, we can see the active layer where our sketch exists. Reduce the opacity value to 0.5. Next, the upper torso is more or less like a big cylinder.
So let's start modeling it from a cylinder, shift a and then just cylinder for the number of vertices on the side. I think we only need 20 vertices. Go to the front view, press G, then z and move this to the center of the upper torso location. Now don't rotate it yet. We want to maintain the origins default rotation, go to the Edit Mode first, then press our then y, then type 90 and then enter. Press s to scale and make it to roughly about the size.
Later we will use the mirror modifier a lot. For now, let's make these face to be at the center or at the origin location. To do this while the face is selected, open the sidebar panel and type in zero in your input field. Then we want to remove the face so that leader or model doesn't have any interior face. Next, select this face here. Now imagine there is a line here.
We want to create that line. So move the face to this location, press R to rotate it and move it so it is aligned with the reference sketch, press E to extrude until the next line press R to rotate, press S to scale and just move it around as needed until we like the result. x root again and scale it down a bit. Next, we want to create a hole for the robot arm. Press pie to insert. Um, I think this is too small.
Let's scale this up a bit. Okay, next, let's extrude this inward and then scale it down a bit. I think this area is already looking good. Next, let's create the left side. Go to the object mode. Add a mirror modifier, turn on bisect x just to be safe, then apply the modifier So now we have a symmetrical model.
Now let's start working on the base topology for the head area, go to the edit mode, and then go to the H selection mode, hold Alt and select the center edges, move it down a bit so it is roughly aligned to the shoulder area. It doesn't have to be perfect so we don't need to use snapping for this. Next, let's press key to activate the knife tool. While in this mode, press z to cut through the mesh including the back faces. Click here, then this H here. And finally be sage.
Press spacebar to confirm. Let's create the best topology for the bottom area. Also press T and n z and then click here until this face up here. Now press C so we can create a perfectly horizontal cut until this central age, then press spacebar. Let's add And apply a mirror modifier again. So we have a symmetrical mesh.
Now we have something like this for the backside, I actually want to make it a bit higher. Let me hide the sketch object first, just my personal taste. I think the cut should be up here for the backside. Use the knife tool again and just cut from this vertex to this age here. Then select these ages. Press Ctrl X to dissolve them.
We will mirror this later. For now let's fix the topology at the front side. Let's create an age from here to here. Press key and then click this vertex, then this vertex. Next we want to create the bottom hole as the base for the lower torso. To do that, we can select this age here, hold CTRL and then click this age here to select the shortest path.
Then hold CTRL and press Three to convert the H selection into a face selection, press I to insert it. Next, we want to move each of the faces inward along the normal direction. To do that, we can press ALT s adjusted, so we have something like this. Then press E to extrude, then z, move it up like so, we can press Shift z to go to wireframe mode, and I think we need to make this even higher. Shift z again to go back to the solid mode. Next, we want to focus on extruding the head area.
But before we can do that, remember that this side doesn't have the age like the other side. So go to the object mode, add a mirror modifier. Don't forget to turn on the bisect option and then apply the modifier. Go back to the edit mode. Now we have symmetrical topology. We want to select the faces Like the top bass area, we can go to the age selection mode, select these age control and then click this age until this age, next, hold CTRL and press three to convert the selection to face selection.
So now we have these faces selected, go to the front view unhide the front sketch object, we want to insert this far based on the reference sketch, so press I to inset about this far. Press ALT s to flatten the faces until they are as thick as the reference. I think this is too thick. I want the upper area thicker than the side areas. So press out. So again to shrink down the faces back a bit.
Turn on the reference and move this up until it matches the reference Okay, I think this looks better than before, just my personal taste. Next, we want to create the AI, we can create a cylinder right inside the edit mode of the torso object. So press Shift E to cylinder here. For the vertices amount blender, we'll use the last setting we have which is 20. I think 20 is a good number also for the eye. So let's just move this up, press our then x and then type 90.
Then enter. Go to the front view. Turn on the front sketch object again, move this up, shift z to go to wireframe mode. Move this and scale this until it roughly matches the reference. Shift z again, move this forward a bit. Let's hide the rest.
For now, this mesh will have a yellow color leader. Select the front face and insert it just a tiny bit, then extruded this area will have a dark color later. Press it to inset. press E to extrude it inward. Then press E to extrude it again but outward, then press S to scale it down. Now to make this area more round, we can use the H bevel operation.
So press Ctrl V and move it further and scroll up to add more segments for a curved surface. Okay, I think we already have a nice geometry for the upper torso. The last thing we need to do now is to control the smooth shading. So right click and choose shade smooth, then open the mesh data panel normals auto smooth. For this object, we will rely more on age sharpness. This way we have more control over the smoothing group.
So for the angle threshold, just increase this to a high number like 50 degrees, then go to the Edit Mode, or sorry, let's add a mirror modifier first. So we can preview the H sharp effects on both sides. Turn on the bisect option as always, then go to the edit mode and go to the H mode. Hold Alt and then click here. Then shave out and click here. Then here and here also, why click and just mark sharp.
Next, this age loop should be sharp also. And then these ages at the base of the head mark this s sharp also Then the upper ages marked them as sharp. Next, let's focus on the ages at the bottom hole, hold out and click here, then shift all and click here, right click and Mark sharp. And just to be safe, let's select the ages at the border of this inner area and make them sharp also, although I doubt anyone will see them. Finally di area, essentially just select all of the loops that are supposed to be sharp and mark them as sharp. Go back to the object mode.
I think we already have a nice model with a nice smoothing group. Let's apply the mirror modifier and we are done.