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.
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.



















Yay its finally out! Thx Johnathan!!! I love this series, its teaching me alot!
p.s. First!
Absuotlley first rate and copper-bottomed, gentlemen!
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.
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!
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.
thank you
Thanks Jonathan, great series, keep’em coming
Thanks again Jonathan!
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.
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.
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!
That’s great to hear that our tutorials are helping with your studies!
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.
Finally Jonathan! I was afraid you had forgotten about the series! Thanks!
Most definitely not
Great stuff Jonathan, thank you for your hard work!!
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.
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.
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!
Thanks Jonathan for this great series… I like your modeling technique. I can’t wait for next part
Just out of curiosity, is the belly button added in one of the following parts?
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.
Thank you for the continuation of this excellent tutorial!
Question —-> will u include the texturing part ?
“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.
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.
Absolutely! I hope the rest of the series continues to be helpful.
Part 10 is coming! Thanks
great tutorial as usual. really enjoy this series in general and jonathan, awesome explanation on everything! really enjoy CG Cookie in general.
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?
will this series of tutorials include hair?
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.
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
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.
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.
Johnny rules!!!
How do i select a loop?
Alt+Right click on it
-Alex