The calf

7 minutes
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Transcript

In this lesson video, we will continue modeling our robot, we will focus on modeling the calf. Now, this is what we have so far. Just like before, let's hide the arm and the hand so they don't get in the way. We need to move the 3d cursor so it is located at the center of the knee hinge. To do this, we need to select the tie object and go to Edit Mode. We can see we have two other faces selected.

Now, what we need is to select only these face and the face on the other side. This is so we have the median point at the center of the hinge, shift s and then cursor to select the go back to the object mode. Now we want to create a cylinder as the core part of the calf object. So shift a and then to cylinder. For a calf pole. We don't need a lot of vertices.

Let's change the vertices value to 16. Let's close this out. To the edit mode, and let's make the cylinder longer. Go back to object mode, we want to align the cylinder with the side reference about this angle, let's see the actual number of this angle, I think we can just round this value to 50 degrees. Just remember this value so that later if we need to add more measures onto this cuff object, we know how much we should rotate them. This cylinder will be this part of the reference sketch.

So go to the edit mode, select all and move it to fit the reference. Let's make this smaller. Next, we want to add more details to the upper part and the lower part. Let's start with the lower part. Select this face movie up until about this location then exploded And then extrude it again until around this location extra again, and then make it smaller. For the upper part, the process is basically similar.

So I'm speeding up the video now. I'm selecting the H loops and mark them as sharp, change the shading mode to smooth and then turn on the auto smooth option as usual. So now we have something like this forest area, we want to connect the knee hinge with the cuff poll by creating a cube as the base object. So shift a and then to cube to tilt the object we can just put 50 degrees in here. Sorry, not the Y but the x axis. Go to Edit Mode and move this down.

Maybe we should hide this reference Now move this down so it doesn't penetrate the hinge. Next, scale it on the x axis. Select the lower face and drag it down to about this location. Move this one forward Ctrl R and slide it to this location. Go to face mode and excluded to cover the costs of fall. Next, we want it to be curved.

So go to h mode and select this age. Then this H Ctrl B to bevel them make the bevel to have three to four segments. Next, we want to connect this up With the hinge by creating some kind of bridge in here and in here, for this, we can start by adding two cuts. Okay, we'll add a mirror modifier later. So for now we can focus only on the right side, select this face extruded. scale it on the x axis move this a bit, scale it again and then scale it on the y axis.

I think this is too high. Next we need to apply the sharpness attribute to the corner ages add and apply a mirror modifier, then set the shading mode to smooth. The process is basically the same as before, so I'm speeding up the video now. Okay, we know have something like this Next we want to add a new pair to protect the knee area. For this we can just copy the existing faces on this object. Select these two faces, shift D then y extrude them like so.

Perhaps ticker Ctrl l s x select the upper pieces and move them up until it covers the lower part of the knee join and then move these faces down. Currently, the knee pad is floating, so it doesn't make sense. Let's connect it to the upper calf object. Create a loop cut here Beverly select these two faces, insert them and then extrude. Next, to make it looks more interesting, we can select this age, sorry, we should be in the age mode, select this age, and then we age then bevel them. I'm just adding the H sharp attribute now.

So I'm speeding up the video again. So this is what we have solved. I think this age loops should go down a bit, just my personal taste. Okay, looks better now. Next we can join these two objects together to create the cost object on the left side. As usual, we can add a mirror modifier.

And then to set the upper torso as the mirror reference, we can click here and then choose torso upper from the list. Finally, we can rename the object to cough. In the next video, we will create the robots food

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