Lesson 1 : Profile Curves
I really enjoyed this first first lesson as I learned how to start with 3 simple curves and loft them together to create the main torso form. I also found it very helpful to learn how to restructure a curve so that each had the same amount of control vertices.
Lesson 2 : Building the Back Leg
I found how he used a basic cylinder and extruded it along another curve to create the leg form to be quite streamline and efficient.
Lesson 3 : Shaping the Leg and Body
No fancy tricks or tips in this lesson, although I enjoyed watching his process of main shaping of the leg and edge flow before moving groups of vertices to bring more of the detail shape to the leg.
Lesson 4 : Extruding Out the Toes
This lesson was really fascinating to me how he modeled one toe and duplicated it for the rest of the foot. I finally understood the concept of how you can match resolution with 6 vertices to 6 vertices to make attaching appendages easier.
Lesson 5 : Building the Arm
For the arm he used two nurbs objects instead of a nurbs and a polygonal object to obtain essentially the same outcome. I found the bridge tool to be quite helpful when combing geometry together.
Lesson 6 : Modeling Wrinkles in the Skin
The tip that really stuck with me from this tutorial was when he was creating his own edgloops only where he needed the wrinkles and then to get rid of the N-gons he merged the vertices where he crossed over the geometry.
Lesson 7 : Refining the Joints
I found it was really interesting when he ignored the joints at first, but his process made a lot of sense when he extruded out the faces on the joints in order to add resolution both for animation and for detail while keeping his geometry clean.
Lesson 8 : Adding Detail to the Feet and Hands
I found the use of the lattice tool to be very helpful, especially as he said when you have a lot higher resolution geometry to work with the lattice tool makes changing that geometry easier without messing with all the individual vertices.
Lesson 9 : Starting the Head
I found his using of the main landmarks of the head to build his curve / geometry from to be really useful, especially when modeling complex things such as heads.
Lesson 10 : Creating / Shaping the Eye Socket
I’ve always had trouble modeling geometry around facial features but adding the basic sphere for the eyeball and building the facial geometry around it is a simple yet effecting way to create clean and effective geometry.















