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How To Create Symmetrical Humanoid Models in Blender

Imagine you are making a humanoid model in Blender, but maybe an arm is a bit thinner than the other, or perhaps one leg is longer. Sometimes creating this kind of model could be challenging because you need it to be symmetrical. Before going into crisis and making the hunchback of Notre Dame, take a breath and learn how to create symmetrical objects.

Creating humanoid models would be tricky, so a little practice is necessary before building a transformer, your favorite anime character, or something similar. So, let’s start making a gingerbread man, but take it easy. These methods can help you in future and more complex models.

The first thing you need is a head. For the gingerbread man, you only need a slightly flat and rounded surface, so press Shift + A, go to the Mesh Option and select the cylinder. Once you have it, you need to rotate it:

  1. Press 1 to go to the Front Orthographic View.
  2. Select the object.
  3. Press R to activate the Rotation Tool.
  4. Press X to fix the axis you want to do the operation.
  5. Type the number ninety (90) on your keyboard simply because Blender will rotate the object at perfectly 90°.

Perfect! Now place the object on the Z axis, which is a little up from the pivot point, and then you can make it thinner by pressing S to scale and Y to pick the axis of the operation, and finally, drag until you feel comfortable with the thickness of the head.

Image 43.1

Now, press J to use the Join Tool to split the head, select the vertices at the left in Wireframe View, press X to bring up the Delete Menu, and choose the Vertices Option to remove a half. Afterward, add the Mirror Modifier and select the Clipping Option to re-complete the figure because if you want to create symmetrical models, this modifier can help you more easily.

Image 43.2

You're doing great! Now in Face Select Mode, select the faces around the circle and smooth them. Once you have it, pick three or four sides at the bottom of the head and extrude them down to create the body.

You can do this operation three or four times to make the interjections from which you will extrude the arms and legs, or simply create one large extrude, and when you finish, use the Loop Cut Tool to make the subdivided parts. But the recommendation is to leave a little space between the head or limb, as the case may be, and the face from your will create the arm or leg.

Select a face at the side below the head and extrude up. Now, to become round the hands, you can add a Loop Cut just in the middle of the arm. Then select the entire Loop Cut and use the Bevel Tool to create a more rounded shape.

Image 43.3

For the legs, remember to add a Loop Cut between the middle of the first face at the bottom of your model to avoid a straight angle, then turn off the Clipping Option, select the visages below, leaving the little one you created, and extrude down to make the leg. Now adjust the vertices to a proper location to create a rounded shape and use the Bevel Tool to be more detailed.

Image 43.4

There you have it! You can add as many details as you want but remember that because you used the Mirror Modifier, you must delete a half so Blender will re-complete the figure according to the location of the pivot point. At this point, you can relax because whatever you need to put on your model will always be symmetrical.

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