Hello and welcome to this character modeling tutorial on creating the female body in Blender!

This character modeling tutorial series for Blender by Jonathan Williamson takes you through the entire process of modeling a detailed, female body with clean topology that will deform and animate well. This tutorial puts a strong emphasis on topology and anatomy, making use of photo references from 3d.sk

What you’ll learn

Throughout this tutorial series Jonathan will walk you through all the steps necessary to construct the entire model, piece by piece with clean topology using the Edge by Edge modeling method. This method gives you very good control over your topology by laying down the topology first and then filling in the surfaces.

Part 10 of this character modeling series completes the modeling on the full torso and gets the model ready to start on the legs and arms.

 

female body character modeling - shoulder mesh

female body character modeling - front

female body character modeling - back

 

Up next

Once the modeling is complete in this series we will move onto texturing the final model.

Reference Images were purchased and licensed from 3D.sk. To learn more about 3D.Sk please visit them today.

Female Modeling Series<>

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Discussion

38 Responses to “Female Body Character Modeling Series – Part 10 – Torso”
  1. Posts: 3

    Yay its finally out! Thx Johnathan!!! I love this series, its teaching me alot!

    p.s. First!

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    1
    Feb 9, 2012 at 2:05 pm
    • Fleta
      Posts: 1

      Absuotlley first rate and copper-bottomed, gentlemen!

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      1.1
      Feb 24, 2012 at 4:36 am
  2. Posts: 440

    I’ve been waiting for this for awhile thank you for finally releasing it!! Hopefully the follow ups for it will be coming soon please.

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    2
    Feb 9, 2012 at 2:34 pm
    • Posts: 10

      They probably won’t be quick, but they will be great! they always are! but if you notice this series started may 2011 and it’s now feb. 2012 with 10 episodes. Again, they take awhile to turn out but they are always worth the wait and a huge help! thanks Johnathan!

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      2.1
      Feb 10, 2012 at 6:27 pm
  3. Posts: 47

    Thank you so much! This level of detail is great and very appreciated.

    I suspect it is a lot of work, but keep’em coming.

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    3
    Feb 9, 2012 at 3:18 pm
  4. Posts: 1

    thank you

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    4
    Feb 9, 2012 at 4:19 pm
  5. Posts: 71

    Thanks Jonathan, great series, keep’em coming :-)

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    5
    Feb 9, 2012 at 6:24 pm
  6. Posts: 86

    Thanks again Jonathan!

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    6
    Feb 9, 2012 at 8:38 pm
  7. Posts: 3

    Would This be considered to high poly for a MMO style game? I’m currently in the early concept and development stages of making the game and am trying to decide a good base for poly count in my character models. The graphic style I was shooting for is those like AION, TERA, and GW2.

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    7
    Feb 9, 2012 at 9:49 pm
    • Posts: 5

      Jonathan has a 21 hour series on creating a low poly game character. *Plug* If you want to make game characters it is an excellent resource. The model in this series is probably already too hi-poly. The low poly game character series walks thru base modeling, sculpting, retopo and the use of normal maps. Then rigging, animation and importing into Unity. The final product has higher detail and less polys.

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      7.1
      Feb 10, 2012 at 12:51 am
      • Posts: 3

        Thanks, ya I’ve looked into the series only prob for me right now is the tight budget… but as soon as i get my student aid I’m buying the series and getting a Citizen membership. I just wish it didn’t take so long for student aid to get processed lol. I’m currently studying Game Design, 3D modeling and 3D Animation. The classes are great but they teach everything in 3DS Max, which is what i started with, but as soon as I found Blender and how much easier and more intuitive the program is I left Max almost completely behind. I have some other game characters that i’m starting to think are too high poly now that i hear this is too high poly for games, so i’m either gonna re-topo them or just start from scratch on them. Thanks again. And Keep up the great work Johnathan!!! Cant wait to see more!

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        7.1.1
        Feb 10, 2012 at 1:05 am
      • Posts: 2949

        That’s great to hear that our tutorials are helping with your studies!

        #
        Feb 10, 2012 at 10:22 am
      • Posts: 5

        I’m sure that despite how high-poly this model is, the topology itself can still be used as a starting point for game modeling as well. Seems to me that just removing the Subdivide modifier (or turning it down a level) should still leave you with a mesh that’s perfectly acceptable for use in gaming.

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        7.1.2
        Apr 18, 2012 at 11:54 am
  8. PhysicsGuy
    Posts: 13

    Finally Jonathan! I was afraid you had forgotten about the series! Thanks!

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    8
    Feb 10, 2012 at 5:08 am
  9. Posts: 8

    Great stuff Jonathan, thank you for your hard work!!

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    9
    Feb 10, 2012 at 5:29 am
  10. Jonathan wrote

    That’s great to hear that our tutorials are helping with your studies!

    Seriously!!??
    I’ve spent 10 000$ in a course called 3D animation and visual FX. Spent 8-9 months. And I can say that I’ve learned more with the Blender community and Tut web sites such as yours then in 9 months. ( I’ve learned Maya 2008_at the time) I’m not even using the maya preset inside Blender. I want to learn it as is. And with the mango DVD coming at the end of the year, I’ll surely learn more deeper into VFX.

    One question thought since the new Bmesh is coming soon. Is this series still be relevant when the Bmesh will be into trunk? Specifically the tweakings your showing us in the series.

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    10
    Feb 10, 2012 at 1:08 pm
    • Posts: 256

      The tweakings will be different (and probably easier). The fundamentals will still hold true. Good topology is good topology and bmesh is just going to be another tool in achieving that end goal. I personally think it is great Blender hasn’t had ngons for awhile. I’ve had to learn how to deal with triangles and manipulate the topology to get the results I want. That will make me appreciate bmesh even more and has helped me become a better modeler I believe.

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      10.1
      Feb 10, 2012 at 1:29 pm
  11. Posts: 256

    This is perfect timing! I just got Loomis’ Figure Drawing For All Its Worth and planned on focusing on Anatomy/Figure work this weekend. This is perfect way to get the ball rolling!

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    11
    Feb 10, 2012 at 1:32 pm
  12. Posts: 6

    Thanks Jonathan for this great series… I like your modeling technique. I can’t wait for next part :-)

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    12
    Feb 10, 2012 at 2:08 pm
  13. Posts: 6

    Just out of curiosity, is the belly button added in one of the following parts?

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    13
    Feb 10, 2012 at 7:39 pm
    • Posts: 256

      For a bellybutton you just have to select the quad(s) of where you want it to be and extrude then cancel the move operation. Then scale the selection inward and tweak the verts into a bellybutton.

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      13.1
      Feb 10, 2012 at 8:29 pm
  14. DizzyG
    Posts: 1

    Thank you for the continuation of this excellent tutorial!

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    14
    Feb 11, 2012 at 4:56 am
  15. jokayo
    Posts: 59

    Question —-> will u include the texturing part ?

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    15
    Feb 11, 2012 at 7:57 am
    • Richard Wilks
      Posts: 73

      “Up next

      Once the modeling is complete in this series we will move onto texturing the final model.”

      It’s written in the description that texturing will be covered once the model is complete.

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      15.1
      Feb 11, 2012 at 9:12 am
  16. Posts: 47

    Just a note, cartoons figures are nice and usually look right right.

    Models taken from life are miles different. We can look at a modeled cartoon rodent and mostly agree that looks reasonable. Cars, spaceships, building interiors are easy to satisfy our standards.

    But, all of us know how a human body should look. Our perception is fine and does not allow for any excuses on the part of the artist or software package.

    Thanks Jonathan for giving us a path to a true convincing model drawn from life. This is where I make my living in computer graphics.

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    16
    Feb 12, 2012 at 6:55 pm
  17. Posts: 1

    Part 10 is coming! Thanks

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    17
    Feb 13, 2012 at 2:17 am
  18. Posts: 6

    great tutorial as usual. really enjoy this series in general and jonathan, awesome explanation on everything! really enjoy CG Cookie in general.

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    18
    Feb 13, 2012 at 8:17 pm
  19. Posts: 1

    Hi Jonathan, first off I have to say thanks for all the work you do. I always look forward to your tutorials. One question though…Whats was the point of the base mesh in Part 1 if it’s not being used?

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    19
    Feb 14, 2012 at 1:46 pm
  20. Posts: 6

    will this series of tutorials include hair?

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    20
    Feb 23, 2012 at 4:43 pm
  21. Posts: 11

    Thanks! I think that from this point we’ll be enable to model the rest of the character, the only detail and the tuts im waiting for are the ones to texture this god damn hot girl.

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    21
    Feb 23, 2012 at 5:47 pm
  22. Andre
    Posts: 1

    could you please make the legs, because the muscle flow is of the legs is not that simple and i can´t find good tutorials about legs. Your technique is great for modeling and i would be welcome to see how to do the legs with these technique… thanks a lot for the great work

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    22
    Feb 23, 2012 at 7:32 pm
  23. Posts: 2

    Does anybody have any tips for keeping my mesh from getting too dense? I try to watch that but it always ends up really dense.

    Great tutorial as always, by the way.

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    23
    Jun 7, 2012 at 1:43 am
  24. Lowelldean
    Posts: 1

    I appreciate the wonderful knowledge of anatomy by Jonathan Williamson. Perhaps, if there were a way to include snapshots of an Ecorche model (flayed/skinless) or a photomodel of a person with more defined muscles and surface bones, this series would be much better.

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    24
    Jun 7, 2012 at 3:02 pm
  25. Posts: 1

    Johnny rules!!!

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    25
    Jun 12, 2012 at 9:12 am
  26. Posts: 6

    How do i select a loop?

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    26
    Jan 5, 2013 at 3:13 pm

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