Howdy. This time around we are going to create a polygon hand. These instructions should be adaptable to pretty much any

kind of hand you want to create with a minimum of fuss. Also, this time I saved a picture for every step. Lucky you!

 

 

 

1. Create a poly cube.

 

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2. Shape it to a very rough approximation of the shape of the hand you are creating.

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3. Subdivide it lengthwise so that there are a number of polys on the side that attaches to the fingers equal to double the

number of fingers minus one. For example, if you have three fingers on the hand, there should be five polygons on the side of

the cube that attaches to the fingers ([3x2]-1). This will give you the right geometry to connect the fingers when you create them.

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4. Give the mesh another subdivision in height.

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5. Tweak up the polys on the end to make them more circular

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6. Give each finger channel one more subdivision lengthwise, to make the finger holes octagons rather than hexagons.

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7. Create another poly cube, and shape it up to the size of a finger at the finger's base. Give it one subdivision in

height and one in length.

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8. Scale the corner points in y and z to round out the shape. Extend the shape out.

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9. Extrude the faces on the end of the finger part and pull it out twice. Continue to do extrudes until you have a finger,

with three rings of edges around each knuckle. These edges will give you the geometry you need for clean deformations.

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10. Taper the finger a bit with a lattice set to one subdivision in each dimension. (select object; get>primitive>

lattice; select object again; deform>by lattice.) then select the object, freeze, delete lattice.

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11. In the front view, tilt the loops at the edges of knuckles so that they form a V shape.

This will make the fingers deform much more cleanly than if they were straight.

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12. Still in the front view, pull points to bump up the knuckles

a bit and make creases under the knuckles.

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13. Extrude a face and pull points to round out the tip of the finger.

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14. Add two more subdivisions to the first two segments, and one more to the end segment.

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15. Spend some time tweaking up the geometry to shape the finger how you want it. On my fingers, each segment has

fatty pads on the underside, and the knuckles stick out somewhat from the top. The exact proportions will depend of

course on the character you are modeling. Since i'm creating a cartoony character, I am going to exaggerate the knobbiness

of the knuckles and some other features. This is probably a good time to go over the whole finger and

adjust its overall proportions to suit you.

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16. increase the knobbliness of the fingers even more by doing an extrude on the top of the knuckles. round it out.

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17. tweak up the geo of the finger tip to taste. Take the polys on the top in the area where

the fingernail will be and extrude them. Scale them down a hair and push them in a hair.

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18. Extrude them again and pull them up and out this time. Scale them down.

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19. Extrude the polys on the front of the fingernail. Pull them out and down.

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20. Check how the finger looks in smoothed mode. Probably it is starting to look like a finger, but there are still some

issues: the edge of the fingernail isn't sharp enough and the fingernail shape is still not right. You can fix the latter by

simply pulling points and shaping it to taste. For the sharpness of the edge, we are going to grab all of the faces that

make the fingernail and extrude them again. This time we are going to scale them down only the tiniest little bit, leaving

a tight double edge around the perimeter of the fingernail. This will show up as a sharp edge when we smooth it.

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21. Now the edge at the base of the fingernail (the edge closest to the hand) is a bit too sharp... it should look like

the fingernail is growing out of that part of the finger. I am going to manually smooth that area out a bit, giving

more space between the edges there to make the crease less sharp.

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22. okay, one finger down. Before I make any more, I want to know how the fingers will work with the rest of the

hand. So, I'm going to spend some time tweaking the palm of the hand. I am going to set up the areas where the fingers

join so that the fingers will be spread somewhat. Then, I will duplicate the finger to create the others.

Also, I will duplicate one extra to use as the thumb.

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23. rotate and translate the thumb into position, facing down and away from the hand. Merge the

parts and connect the vertices that need it.

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24. Now join up the thumb.

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25. Delete the lower, innermost polygons between the fingers. Join them back together with the Add Polygons tool

and subdivide add edges to create the webbing between the fingers.

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26. Done! Check it out in smoothed mode and make whatever changes are needed.

 

Hooray! We have a hand. Of course, it could use some detailing, but this is a good start to build on. If you have any

questions or if you run into an emergency situation while using this tutorial, please let me

know here. Good luck!!

 

copyright © 2003 cameron widen. all rights reserved.