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How to Build a Believable Human Character - Refining the Hands

Step 1
It's time to do some more work on the hand. Once again I am going to cheat a little here and only model one of the fingers. Since each finger is basically the same, it is a waste of time to model the shape, finger nail, etc of each finger. So, I picked the longest one and will just work on that, once done I will copy it out and scale down before re-attaching back onto the hand. At this stage I have flattened down the fingers a bit as they were a little to fat and I extended the length of the index finger as all fingers turned out to be too short. Other then that I added in the center edge runs to round the finger out and put in the loops around the knucles.
Step 2
With the four polygons that outline the finger nail selected, they are first beveled inward to define the end outline of the skin. That is then beveled again with the tip vertices pulled out to be the end of the nail while the back vertices are pulled down and pushed inward to set the finger nail inside and under the skin. One more bevel is used to set the top of the finger nail, with a new edge added across the top were the finger nail extends past the skin of the finger.
Step 3
As you can see, with that middle finger done, it was detached as a copy and scaled, rotated and moved into place using the initial base finger as a guide. Once the copy is in place, the old finger polygons are deleted and the new finger is attached. Then any vertices are snapped onto each other and welded together. This is done for each finger. Once all fingers are in place, the top four polygons over the knuckle area are selected and beveled inward and upward. Any vertices are then adjusted to help define the shape of the knuckles. Finally, the basic size of the thumb was extended to the proper proportions.
   
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Last Updated: Sunday, April 29, 2007 16:17