# Blender 3D: Noob to Pro/Model a Chair-The Feet

|previous=Model a Chair-The Seat
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Now the seat is finished, time for the legs for it to stand on.

## Starting Primitive

The leg is mainly made up of cylinders so a cylinder is a very good
primitive to start. In object mode add a cylinder with 16
vertices.Center the cylinder on the upper part of the telescope.

Tip: to make the cylinder centered relative to the seats center, while
in object mode select the seat then hit Shift+Skey (Snap options) then
select Cursor-\>Selection. The 3d cursor would be moved to the center of
our seat. Now when you add the cylinder, the cylinders center would be
located at the cursor which is also at the seats center. Now all you
have to do is to move the cylinder along the y and z axis because it
would be properly located relative to the x axis.

Hide or move the Seat to another layer so that it would not intrude
while modeling the leg.

## The Upper Telescope

Go to edit mode and scale the cylinder until its radius match the radius
of the upper telescopic element of the chair\'s leg. Then move the top
and bottom vertices to match the reference.

Extrude the bottom part and place it a little lower. Extrude again and
right click so that the newly created vertices would remain in their
position. Scale the vertices a little. Extrude again and move the
extruded region up the cylinder.

Remove the top and bottom vertices that cap the ends.

We will be using subsurf modifier to make this part smother. Add this
loop to constrain the smoothing on this area.

## The Lower Telescope

Now lets start with the lower part. Add a cylinder in object mode and
adjust the newly created vertices to match the reference.

The legs would be extruded from this cylinder. Add this loop to prepare.

Select the faces between the newly added loop and the bottom loop.
Extrude this faces but right click after extrusion so the extruded faces
remain in their position. Now scale them constrained along the xy-plane
(Skey-\>Shift+Zkey) a little. This is how it should now look.

In top view select the two topmost faces and extrude to form the back
leg. Shape the tip according based on the reference. Here is the steps
taken to shape the tip. First after extruding, Constrained scale the tip
along the x-axis (SKey-\>XKey) to make the tip thinner. Then move the
tip lower. Deselect all, then select the top vertices of the tip and
lower this vertices further.

Shape the base as shown bellow. This is done by selecting the vertices
where the leg connects to the base then constrained scaling it along the
y-axis to zero (Skey-\>YKey-\>0key). Then move the scaled vertices
further back.

Then add an edge loop as shown bellow. constrained scale the newly
created edgeloop along the x-axis to make it thinner.

We will be using the subsurf modifier to smooth our model so lets add
the following edge loops so that the model will smooth properly. Add an
edgeloop at the tip.

And this loops on the side.

Also remove the vertex that cap the top because we will not be needing
it and it would cause smoothing artifact when subsurfed.

Now how about the other legs? We will be using Spin duplicate tool to
make those. In top view select the central vertex then snap our 3d
cursor to it.

Now remove the other part of the cylinder as shown. We would be left
with a quarter part of the whole leg assembly.

Select all the vertices that are left. Change the parameters of the spin
tool to this: degrees to 360, steps to 4. Click on the \"Spin Dup\". If
you have multiple 3d views, your mouse cursor would turn into a question
mark. Move your cursor to the top view and then click. The other legs
would appear as shown bellow. This legs are made of separate mesh and
the original leg have a duplicate at exactly the same position creating
double vertices. Connect the mesh and remove the doubles by selecting
the whole mesh then remove the doubles (Wkey-\>Remove Doubles).

## The Stops

Now lets create the Black Stops on every tip of the leg. We would be
creating this joined to the legs as one object then separate it later.
Its just that it seems more easy that way.

Without leaving edit mode, add a cube. scale an move it to one of the
tip. Move the cube so that it would be lower that usual to separate it
from the other mesh making it easier to edit it without disturbing the
others.

Shape the cube to match the tip. This should be easy by now. The whole
step is left out.

Subsurf would be used to this too so add extra loops to control how the
mesh would be smooth.

Now make copies of the stops using the Spin Duplicate tool. Don\'t
forget to remove the doubles.

Select all the tips then move them together up until they intersect with
the tips of the legs.

Now lets separate separate meshes to individual objects. Press Pkey and
select \"all loose part\" option.

Notice that the other part of the mesh would suddenly change in
appearance. Don\'t worry. It just means that those meshes are now
separate objects by themselves. If you go to object view you would now
be able to select the leg and the tips as separate objects.

There are some issues though when you use the subsurf modifier on the
leg base as shown.

Select the leg and go to edit mode. Add the following edge loop.

Scale the base loop too as shown.

The issue should now be solved.

This is how the whole leg assembly should look. All have subsurf
modifier on.

There is still an issue though. This is not important in most part but
will be taken care of for this time.

When one of the leg stops is selected in object mode, it would show that
its center is not at the center of the mesh. The center is where the
gizzmo (the red, blue and green arrow) would be located.

To correct this select the offending object. Click the Mesh menu
(located at the header) and navigate to \"Transform\" and select
\"Center New\" from the options. Blender would automatically calculate
the new center based on the objects mesh. Now when the object is
selected, the center would be located at a mush more appropriate
location.

Do the same to the other stoppers.

Now if you haven\'t named each individual part yet, You can do it now.
Name each part sensible names like uppertelescope, lowertelescope, etc.

## The Whole Chair

Unhide or Show the layer where your chair seat is so that it would unite
with the legs. Now this is how the whole model should look like.

