In this lesson video, we will continue modeling our robot. Now, we will focus on the lower torso. But before that previously, I forgot to name the upper torso object. So let's rename these two torso the upper and hide the side reference object. We can see it is still too opaque. Let's make it more subtle.
Select the object, open the grease pencil data panel, reduce the opacity to 0.5 just like how we set the front reference object. Okay, go to the right view, we can see our upper torso is not quite aligned with the side reference. So let's move this forward. Next, we want to rotate the upper torso so its Z axis is aligned to the location of the pelvis. To see the local Z axis better, we can turn on the local transform orientation. Then press R to rotate we can see the z axis is still not aligned yet.
Let's keep rotating this until roughly at this angle. And let's move this back a bit. It is okay to have the eye now facing down because our robot is indeed slightly bent forward. So now we have something like this. Now let's start by making the pelvis for race, it is better to create a separate object. So make sure you are in object mode now, shift a and then to cylinder.
Now for the pelvis area, we don't actually need the same number of vertices as the upper torso. So let's change it to 12. I think this is enough, go to the front view, and let's hide the side reference and unhide the front one, move this up until it is at the center of the pelvis area. Next, as before, we don't want to rotate these in the object mode. We want the origin to be aligned to the world as much as we can. So go to the Edit Mode, we can rotate it in this mode instead.
So press R, then y, type 90, then enter. Next, let's scale this up until it roughly follows the reference sketch. Now, we need to move this up a bit. But if we do this in the edit mode, it will shift the origin so it is not at the center anymore. So for this, go back to the object mode, and move this up a bit. You might be wondering why now, why should we care about this origin so much?
Well, this is because if you later need to animate this robot, you have to rig it using a parent child relationship. The Origins will be used as the join locations. So having to really care about the origins locations, and its orientation from the start can help you avoid headaches later down the road. Okay, so let's go back to the edit mode again. Before we do extrusion and rotation, let's copy the cylinder first by pressing Shift D, then press X so it moves to the right constrained by the x axis, scale it down to about the size of the reference. Press s then x and make it longer and just move this to the left a bit.
Next, go to the face mode and select this side face extrude this and then scale this down a bit. rotated and just reposition this like so. I think the rotation is too much. Okay. Next, press I to inset extra this inward and scale this down just a little Next, we want to add a loop cut to create the base for the spine at the upper part. So press Ctrl R and slightly to abort this position.
Then select this age up here and also this age. Move the two edges to the side. To make the topology symmetrical, go back to the object mode and add a mirror modifier. Turn on the bisect option and then apply the modifier. Now if we go back to the Edit Mode, we can see we already have symmetrical topology. Before we extract any faces.
Let's turn off the front reference and turn on the side reference. Go to the object mode. Let's view this from the side. We can see the pelvis location is way too forward. Let's move this back to about this location. Go back to the edit mode again.
Now we want to select the upper faces. Let's hide the side reference for now. Select this age, hold CTRL and then this age. Next Hold CTRL and then press three. Now we have these faces selected, press E to extrude. Next, we want to flatten this curved surface.
One way to do this is just to scale it down to zero on the z axis. So press S, then z and then press zero, then enter. Let's bring this up and then scale it up just a little. Let's execute again and scurried up again. I think we need to scale it up again, but only on the x axis, about the size. We can adjust this spine part again later.
But for now, I want to rotate this so it goes into To the upper torso. To rotate this, we should do this in the object mode. So press R, then x and then just adjust it like so. I think we need to rotate this again just a tiny bit. Let's go to the edit mode again. Press Shift z to go to wireframe mode.
I think we need to scale this only x axis and just move this up again. Okay, it looks good now. Next, we want to add some plates on the abdomen area. For this, we can go to the side view, then shift z. Let's do some point to point modeling now, but before that, let's move this forward a little to give more room for the plates out a to dislike all go to the vertex. mode.
Basically, we are going to create the plates like this, hold CTRL and then right click here, then here, and then here. And finally here. So that's one plate. Let's create another one, out A to select all, hold Ctrl again, and then right click here, and then here, here, and here. Next for the backside, the process will be similar. So I'm speeding up the video for now.
Next, we want to select all of these vertices. So hover over this one, press L, then move the mouse here, press L, and so on. Press Shift z to go to solid mode. We want to exploit this ages to the right. So press E, then x, and then just move it like this. Go to the front view.
Now we want to make these ages To be slanted, we can just rotate them and then let's scale them down a bit. Then move it like so. Press E, then x. Press s to scale it down again, the spine mesh already penetrates the upper torso hole. So let's adjust the position again. Go back to solid mode, we now have something like this.
Next, I'm going to do a series of small adjustments to the plates mesh. I'm speeding up the video so there is nothing new to discuss. Okay, now we need to check the normals because we created these ages using the point to point modeling technique. We can see that these are blue, but these faces are red, go to the face mode, press L and then again, press Shift and to recalculate the normals. Now the normals are correct. Let's turn off the face orientation overlays, select all of the faces of the plates again, we want to separate this from the lower torso object, so we can apply some modifiers without ruining the lower torso object.
Press p then to selection go to the object mode, we can see they are now separate objects. Select the plates object, we will add a mirror modifier later, but for now, let's control the age sharpness go to the edit mode. Do oh and click here, then shift out and click here. Then here, and then here, right click and then choose Mark sharp. I think this HMO should move backward a little. Okay, looking good.
Now, let's go back to the object mode. Add a mirror modifier, turn on the bisect option, then add a solidify modifier. We can tweak the thickness value here. I think two centimeters is a good number. Next, we can apply all of the modifiers from top to bottom. Let's join this back to the main lower torso object.
So hold SHIFT and click this. Then press ctrl j to join them. Next, we want to create some kind of URL Join in this area. For this instead of creating a new cylinder, we are going to copy it from the spot, press tab and go to the face mode. Select this face here, shift D to duplicate, move it to this location, press S to make it bigger. Next, let's insert this extra this inward and then insert it again extrude this outward.
And let's make this a bit smaller. Go to the H mode, hold out and click this age. Press e then x move it like so. Press Ctrl l to select all and move these on the x axis towards the spine. I think we need more depth Click again and just make this longer Ctrl L and move this towards the spine area again. Next, let's define the H sharpness for this process.
I believe you already know the drill by now, so I'm speeding up the video. Okay, now for the left side, let's add a mirror modifier, so on bisect and then apply it. Now we have symmetrical geometry. Turn on the smooth shading and also the auto smooth option, increase this to 50 degrees as we are mostly relying on the H sharpness attribute. The model looks good, but we are not done yet. We want to create a bullet joint in this area.
We can create a sphere for bs First, we need to move the 3d cursor to this location. So go to the Edit Mode face mode and select this face, shift s and then choose cursor to select that. Now the 3d cursor is precisely in this location, go back to the object mode, shift a and then just cylinder. Sorry, my bad. Let me undo this. It should be a UV sphere here.
Now for the UV sphere. Because this is a relatively small object, let's reduce the segment's value to 12. press tab, then 12 also for brings Next, let's control the size and the x axis location. Move it to this location and scale it to about the size. Let's apply the scale for now. Next, we want to rotate this sphere but we do this inside The Edit Mode, we want to rotate this using the y axis. So press R, then y and then type 90, then enter.
Go back to object mode. Let me hide the from sketch object. Before we join this object to the lower torso object, we need to create a duplicate of this fair, we are going to use the duplicate sphere as the join and also as the origin reference for the tie object. So shift D, and then right click to cancel the movement and just hide it for now. We'll use it later when we start modeling the leg. Select the sphere, make it smooth.
Okay, hold the Shift and click on the lower torso object then ctrl j to join them to create the left join. We can just add a mirror modifier, turn on wycech and then apply. I think we are done now. We have a nice looking lower torso for our robot. Oh yes, let's not forget to name our object this time. We can name this torso lower and we are done now.