In this lesson video, we will continue modeling a robot. Now, we will focus on modeling the food. If we go to the side view, and then turn on the side reference, we can see that we need to create this wrong join at the ankle. Instead of recreating it from scratch, we are going to copy it from the knee. So select the tie object and then go to the edit mode. Press A twice to be select all Hover the mouse under new mesh, and then press L, shift D and then z.
We just duplicated the mesh but it is still inside the Thai object, so press P to separate it. And to select up here. If we go to the object mode, we can see that this object is now independent from this object. Next, let's move the origin to the center first so we can easily move the object around and let's reset or apply the rotation. It doesn't really matter for this model, we can see the object already has a mirror modifier. We'll make use of this later.
For now, let's go to the side view and move disjoined to the ankle location. If we rotate the view, notice how to join detail is covered by this short break report, we need to expose the details to the side. First, let's change the existing mirror modifier. So it uses the origin as the mirror plane, click this X button. And don't forget to turn on the bisect option. Go to Edit Mode and shift z.
We want to move this detail to the left activate the vertex mode and select these vertices here and move them to the left like so. I think we need to make the side area ticker select the center face, press Control plus several times Sorry too much. Then move these faces like so. Looks good. We can apply the mirror modifier now. Next we need to create the food soul.
Let's move the 3d cursor to the NGO join location shift s cursor to selected then create a plane object shift a mesh plane. Scale these on the x axis until about the size of the angle join. Next, we want to move this down to the ground plane. To do this, we can simply input zero in the z axis coordinate. scale it on the y axis. For now, I think it is better to apply the scale for us Then go to the edit mode, select this from age, move it forward then e to extrude and move it here.
Then select this age at the back, move it to about this location. Okay, next we want to split the soul, we want to make it looks like us keyboard Ctrl R to add a loop cut, then Ctrl V to bevel it about the size, then delete the faces. Next, to add thickness to this object, we can use the solidify modifier for the thickness value, I think four centimeters is enough. We need to use a negative value because a positive value will add the thickness inward against the normal direction. Next, we should turn on this even thickness option here because if this is off corner areas like this will be thinner than four centimeters applied the modifier. So this is what we have so far.
Next, we want to create the front enclosure. For this, we can start from extruding the existing age on this object, go to the edit mode, select this age, press E then z. Select the face and then press P and choose selection to separate it from the sole object. Go back to the object mode, select this new object and then go inside the edit mode. Select this age, move it to this location and then this age here, move it to this location. Next, select this vertex, move it here, then this vertex, move it to this position here to create the geometry On the other side, we can add a mirror modifier.
Turn on wycech and also the creeping option here, go to the edit mode. Select this upper age, move this towards the center press E to extrude and then press X to constrain it to the x axis. Because we have the clipping option on, we can place the age perfectly at the center. To add thickness to the space we can add a solidify modifier after the mirror modifier. As before, make sure the even thickness option is on and for the thickness I think two centimeters is good enough. Next, let's apply the modifiers we need to do this from top to bottom.
So apply the mirror modifier first. Oh sorry, my when I am still in the edit mode. We need to be in the object mode to apply modifiers apply and then apply it Again. Next, we can join all of these objects to the angle object. This is because this object has the perfect origin location. This is important if you later need to rig and animate the robot.
So select all of them and make sure the angle is the last object selected. Press ctrl j to join them. Next, to create the food, we can add a mirror modifier. Then pick the upper torso as the mirror plane object. So now we have two symmetrical feet. Next, we want to create the part that connects the soul and the ankle join.
Currently, the mirror modifier uses the upper torso as the mirror plane. Let's remove this. So now it is back on using the origin in because it is mirroring itself, make sure the bisect option is on. Otherwise, we'll get double vertices problems later. Now we can focus only on the side, the other side will be taken care of by the mirror modifier. Go to the Edit Mode B select all Ctrl R to add a loop cut.
We can see that because this nh loop is stilted, the H loop here becomes stilted also, to make this flat against the y axis, we can press S then y then type zero. Add another loop cut and slide it to about this location. Then Ctrl r again along this direction like so. Select this face extruded to about this Hi. I think it is better to hide the side reference for now. scale this down, then scale it only on the y axis and move this so it is just below the wrong join.
Then we can extrude this face, make the face higher, but push this one inward so it doesn't show up penetrating the join. As you can see the other side is already created by the mirror modifier. Go back to object mode and apply the mirror modifier. But I think it looks too skinny. It will be better if we pull this back a bit. So go back to the edit mode.
Select this age and pull this back a little and this H also just push this forward Yeah, I think this is way better than before. Next, apply the modifier and then add another mirror modifier. Use the upper torso as the mirror object. Now we have two symmetrical feet. Now next we want to create the enclosure for the ankle. Now this is my mistake.
This space is actually not part of the foot, but it is part of the calf. But we are creating it in a fourth modeling session. No problem. We are going to use the existing faces in a coffee object as the starting point. Select the coffee object, go to Edit Mode, and I'll click on his age. Then on this age to select the to face slopes, shift D to duplicate and right click to cancel the movement.
Press ALT s to fatten this up. About the size for SP and just selection here to separate it out into a new object. If we go to the object mode, we can now select this as an independent object, go to the edit mode in the H mode, or click this age, then Ctrl three to convert it into a face selection, press Ctrl plus two times so we have this selection, delete these faces. Select this each row and move it along the local Z axis. I think this is positioned to forward let's move this back a bit. Select all and move it to about this position.
Select this bottom h loop again, we want to scale and rotate this H ago so it is flat. Rotate it like so. Next, we need to change the transform orientation mode to global. This way we can easily scale or flatten Measures using the global excess. So press S z and n zero, then enter. Move it here, scale it on the y axis.
Basically, I want to make the bottom part bigger, but this H here creates a tilted line aligned to the cost object. Okay, start to look good. I think we need to scale this out on the x axis. Next, we need to slide these two vertices up along the edges. So select them and then press g twice to slide them up. Next, I want to extrude these vertices here.
The select all press v to walk so Like this vertices, then e, then z then scale it down so it fits the center space and just adjust it as needed. Go to the object mode, I think I want to revise the coffee object just a tiny bit. Select these two faces here, use the local transformation mode again and just move this up. I don't know I just think it looks better this way. Then select these faces and move this up also. Okay next, we want to join this object To do main cost object, but before that, notice this object doesn't have any thickness.
So let's remove this mirror modifier first. Then add a solidify modifier set to centimeters for the thickness. And make sure you turn on the oven thickness value here. Let's check whether it needs some fixing. Apply the modifier, then shift and click on the main cost object, then press ctrl j to join them. Let's unhide the arm and the hen to see the overall look of the robot at the current stage.
I think the model is good. Finally, we now have a full robot model. But we can still adjust the pose to make it look more interesting when rendered. But let's do that in the next video.