This technique is the Quad draw technique, this involves creating a high poly object base that will be used to create a low poly object for the character. The main tools that I used for this are; select, translate, scale, rotate, edge loop, and quad draw tool. One part that I liked is that you can use a high poly object to create a low poly object that is similar to the original high poly object, however on part I did not like was the initial difficulty of the quad draw tool at first, for example it can be difficult to see what you have drawn at times and that number of polys need to be the same and the rest of your main character e.g. 8 polys on top of the leg and 8 polys on where the leg connects to the body. Due to my character being very angular and not that anatomical I will not be using this technique for my final model.
For the quad draw I am going to create a leg for an example, first I create a cylinder from the polygon primitives section under create, I then switch the perspective to front view and align the centre of the object to line-up with the knee and after I reduce the radius to match the size of the knee and increase the height to go from the top of the leg to the ankle then finally change the subdivisions height to 2, because of aligning the centre of cylinder to the knee the new subdivision will be across the knee.
![qd1](https://danielwhiskinluck50184015.wordpress.com/wp-content/uploads/2015/12/qd1.png?w=300&h=169)
to help get the shape of the leg I will add edge loops either side of the knee to create the knee and I will also add some to other parts of the leg to be able to shape the leg, to create the shape I will press and hold the right mouse button over the object and select vertex, I will then press E and select the new vertices and rotate them to suit the shape of the leg, I will also use R to scale them to the correct size, I will also keep switching between front and side view to efficiently create the leg shape. This is the base for what I will then quad draw on to create the actual leg.
![qd2](https://danielwhiskinluck50184015.wordpress.com/wp-content/uploads/2015/12/qd2.png?w=300&h=169)
To accesses the quad draw tool I open up the modelling tool kit which is a button in the top right corner of the screen that looks like a hammer and a cube with 4 faces on one side, at the bottom of the new tab will be the quad draw tool, but to use this I must first smooth the leg by selecting the leg in object mode and then going to mesh and selecting smooth and after I must press the magnet button to make the object ‘live’ now I can use the quad draw tool, this involves left clicking to select 4 points then shift-left click in the middle to create a new polygon, I do this all across the leg making sure that on the top and bottom I have the same number of quads as I do on the rest of my model so that I can attach it to the rest of my model later, I will also refer to anatomy models to help make the leg look realistic i.e. by following the curve of the Sartorius.
![qd3](https://danielwhiskinluck50184015.wordpress.com/wp-content/uploads/2015/12/qd3.png?w=300&h=169)
After I go back to object mode and select the leg I then press Q and move the leg to one side I now have the high poly leg and a low poly leg, next I undo make live and reposition the vertexes again to get the correct shape on the low poly leg.
![qd4](https://danielwhiskinluck50184015.wordpress.com/wp-content/uploads/2015/12/qd4.png?w=300&h=169)
To fix the leg to the body I first select the torso then shift click the leg, I then go to mesh and combine, this will combine the to objects into one, also if I duplicated a part of an object it will disappear but I can reduplicate the object with the leg attached later, I then delete the faces of the torso that would then match up with the leg and delete them, this is so I can then bridge the edges of the torso and leg together.
![QD5](https://danielwhiskinluck50184015.wordpress.com/wp-content/uploads/2015/12/qd5.png?w=300&h=169)