All language subtitles for 05. Hands Modeling_1_und

af Afrikaans
ak Akan
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bem Bemba
bn Bengali
bh Bihari
bs Bosnian
br Breton
bg Bulgarian
km Cambodian
ca Catalan
ceb Cebuano
chr Cherokee
ny Chichewa
zh-CN Chinese (Simplified)
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
ee Ewe
fo Faroese
tl Filipino
fi Finnish
fr French
fy Frisian
gaa Ga
gl Galician
ka Georgian
de German
el Greek
gn Guarani
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ia Interlingua
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
rw Kinyarwanda
rn Kirundi
kg Kongo
ko Korean
kri Krio (Sierra Leone)
ku Kurdish
ckb Kurdish (Soranî)
ky Kyrgyz
lo Laothian
la Latin
lv Latvian
ln Lingala
lt Lithuanian
loz Lozi
lg Luganda
ach Luo
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mfe Mauritian Creole
mo Moldavian
mn Mongolian
my Myanmar (Burmese)
sr-ME Montenegrin
ne Nepali
pcm Nigerian Pidgin
nso Northern Sotho
no Norwegian
nn Norwegian (Nynorsk)
oc Occitan
or Oriya
om Oromo
ps Pashto
fa Persian
pl Polish
pt-BR Portuguese (Brazil)
pt Portuguese (Portugal) Download
pa Punjabi
qu Quechua
ro Romanian
rm Romansh
nyn Runyakitara
ru Russian
sm Samoan
gd Scots Gaelic
sr Serbian
sh Serbo-Croatian
st Sesotho
tn Setswana
crs Seychellois Creole
sn Shona
sd Sindhi
si Sinhalese
sk Slovak
sl Slovenian
so Somali
es Spanish
es-419 Spanish (Latin American)
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
tt Tatar
te Telugu
th Thai
ti Tigrinya
to Tonga
lua Tshiluba
tum Tumbuka
tr Turkish
tk Turkmen
tw Twi
ug Uighur
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
wo Wolof
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu
Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:06,380 In this chapter we'll finish the body by modeling hands and we can start right now by adding 2 00:00:06,380 --> 00:00:13,880 a plane so I'll press Shift A and add a plane here and now we are going to extrude a finger 3 00:00:13,880 --> 00:00:22,480 from this plane so let's scale it down a little bit and we can apply the scale so Ctrl A and 4 00:00:22,480 --> 00:00:23,960 apply the scale. 5 00:00:23,960 --> 00:00:28,460 Now look from the front and we'll need to move this where the hand is supposed to be 6 00:00:28,460 --> 00:00:36,500 so somewhere here to have that origin point there and now we can go to the edit mode 7 00:00:36,500 --> 00:00:42,020 so I'll press Tab and now we'll need to rotate this so let's rotate the view a little bit 8 00:00:42,020 --> 00:00:46,900 and press R then Z to rotate around the Z axis and 45 degrees. 9 00:00:46,900 --> 00:00:52,340 Now let's go back to the front view and we'll need to rotate this to match the angle of 10 00:00:52,340 --> 00:00:58,180 the finger like that and scale this down so press S and scale this down and we can 11 00:00:58,180 --> 00:01:03,980 move this in place a little bit more so we have something like this, this diamond shape 12 00:01:03,980 --> 00:01:07,360 that'll be the base of our finger. 13 00:01:07,360 --> 00:01:13,380 Now we can look from the side, enable the X-ray so we better match the position. 14 00:01:13,380 --> 00:01:19,320 Don't worry about the topology right now at all, we'll get to that later. 15 00:01:19,320 --> 00:01:26,200 Now look from the side and we'll extrude the first finger so by holding Ctrl and right 16 00:01:26,200 --> 00:01:33,840 clicking you can extrude very easily like this, then one more time and one more here 17 00:01:33,840 --> 00:01:39,680 so we have something like this and again don't worry about the scale right now or the topology, 18 00:01:39,680 --> 00:01:43,680 we'll repeat this for the rest of the fingers. 19 00:01:43,680 --> 00:01:48,420 So now to make things easier let's rotate the view a little bit, go to the face select 20 00:01:48,420 --> 00:01:54,220 by pressing 3, select this face and this, we want to open the back side of the finger 21 00:01:54,220 --> 00:02:00,340 so let's delete the face right there and we can toggle X-ray so we better see what's going 22 00:02:00,340 --> 00:02:09,620 on there and now select all to the side view, we can enable the X-ray again and we'll just 23 00:02:09,620 --> 00:02:18,060 duplicate this a few times so Shift D and duplicate it like that so it almost touches 24 00:02:18,060 --> 00:02:24,400 here and once more. 25 00:02:24,400 --> 00:02:31,260 So we are going for a four finger cartoon design, sometimes it's okay to remove one 26 00:02:31,260 --> 00:02:36,500 finger when you have a specific stylized design for the character, you can see this happening 27 00:02:36,500 --> 00:02:42,220 in the cartoons and stuff like that so we are going for the four fingers here so this 28 00:02:42,220 --> 00:02:47,620 will be enough and we can now place this a little bit better so select all by pressing 29 00:02:47,620 --> 00:02:59,940 A and R to rotate and rotate this a little bit to match the angle of the hand. 30 00:02:59,940 --> 00:03:08,780 So yeah, something like this, maybe on the Z-axis as well a little bit and now toggle 31 00:03:08,780 --> 00:03:14,500 the X-ray and we'll need to connect these inside vertices of these fingers so let's 32 00:03:14,500 --> 00:03:22,340 go to the vertex select by pressing 1, select these two vertices, press M and merge at center 33 00:03:22,340 --> 00:03:28,740 and this command changed for the 2.83 version of Blender so if you're using the earlier 34 00:03:28,740 --> 00:03:37,820 versions it's probably Alt M for merging and now from the 2.83 version it's just M 35 00:03:37,820 --> 00:03:44,100 and now select these two vertices and press M once again and merge at center and now we 36 00:03:44,100 --> 00:03:49,620 can fill out these triangles here so go to the edge select by pressing 2, select these 37 00:03:49,620 --> 00:03:57,100 two edges by holding Shift and press F to fill and we'll repeat this for the other triangles 38 00:03:57,100 --> 00:04:04,340 as well at the bottom two so clicking by holding Shift to select and pressing F to 39 00:04:04,340 --> 00:04:11,780 fill and now we created this loop that can be easily selected so while still in edge 40 00:04:11,780 --> 00:04:17,020 select if you Alt click this loop it will select nicely and the rest of the hand can 41 00:04:17,020 --> 00:04:19,860 be extruded from there. 42 00:04:19,860 --> 00:04:25,540 So let's do that right now, let's look from the front by pressing 1 on the numpad and 43 00:04:25,540 --> 00:04:32,980 we'll extrude the rest of the hand up until here and we'll need to remove one face to 44 00:04:32,980 --> 00:04:39,120 create the space for the thumb so go to the face select by pressing 3, select this face, 45 00:04:39,120 --> 00:04:42,420 press X and face is to delete. 46 00:04:42,420 --> 00:04:47,660 Now let's select this new loop in the hole that we created and we'll extrude the thumb 47 00:04:47,660 --> 00:04:56,860 here so we can use the top view right here and press E to extrude something like this. 48 00:04:56,860 --> 00:05:02,580 Let's look from the side by pressing 3 and toggle X-ray and we can see we can go a little 49 00:05:02,580 --> 00:05:06,820 bit lower, don't worry about the proportions right now we'll fix those later according 50 00:05:06,820 --> 00:05:12,500 to the reference and now look from the top again and Ctrl right click somewhere here 51 00:05:12,500 --> 00:05:17,540 to rotate the extrusion and scale this down a little bit and we can again check from the 52 00:05:17,540 --> 00:05:21,120 side by pressing 3 here and move this down. 53 00:05:21,120 --> 00:05:25,860 So the one last thing we'll need to close this up so while still in the edge select, 54 00:05:25,860 --> 00:05:34,020 select this edge, press F, we can toggle X-ray again and few times more so 3 times to close 55 00:05:34,020 --> 00:05:41,380 that loop and now before we finish the hand we'll need to fix that topology and the reference 56 00:05:41,380 --> 00:05:47,740 will be very useful there but if you want to do this yourself basically we are going 57 00:05:47,740 --> 00:05:57,660 for a nice hand shape so we'll need to scale some of these fingers down and do some rotations 58 00:05:57,660 --> 00:06:03,020 here and basically make this look a little bit more organic. 59 00:06:03,020 --> 00:06:08,260 So let's follow the reference right now, I will enable the X-ray again, look from the 60 00:06:08,260 --> 00:06:16,020 front and we can see the pinky finger is a little bit higher up than it should be so 61 00:06:16,020 --> 00:06:24,860 we can try to fix this so let's select all, let's scale this down a little bit, rotate 62 00:06:24,860 --> 00:06:38,380 and better place in position and we can now fix this vertex by vertex so we better match 63 00:06:38,380 --> 00:06:39,740 the whole reference. 64 00:06:54,860 --> 00:07:17,820 Now, let's toggle the X-ray again and with this few vertex adjustments we kind of got 65 00:07:17,820 --> 00:07:25,620 the shape we need so now this will be more of a free form thing where you just need to 66 00:07:25,620 --> 00:07:35,940 rotate this around and find some things that doesn't look so good and fix them basically. 67 00:07:47,820 --> 00:08:01,540 Okay, I think this will do so we can continue and finish the hand right now. 68 00:08:01,540 --> 00:08:08,940 So again, this is not an exact thing and you have to figure out this shape a little bit 69 00:08:08,940 --> 00:08:14,780 for yourself, this was just to show you how you can build the topology that you can work 70 00:08:14,780 --> 00:08:21,820 with so we started by extruding these fingers then connecting them, extruding a palm and 71 00:08:21,820 --> 00:08:27,580 extruding a thumb from there and this is the correct way how to create a topology for the 72 00:08:27,580 --> 00:08:33,140 hand and the rest is basically up to you so you can try to match the reference as best 73 00:08:33,140 --> 00:08:40,900 as you can and then I recommend just rotating around and comparing with some reference or 74 00:08:40,900 --> 00:08:47,180 the rendered illustration or something like that to find some result that you like the 75 00:08:47,180 --> 00:08:57,260 most so let's now go to the edge select, select this loop and we'll extrude this out and scale 76 00:08:57,260 --> 00:09:01,380 this down a little bit. 77 00:09:01,380 --> 00:09:07,620 Now we can move some of these vertices around so they don't go as far but here we'll have 78 00:09:07,620 --> 00:09:13,740 a little bit of a problem because if we count the vertices here, if we count vertices here 79 00:09:13,740 --> 00:09:23,820 there are 8 of them on the hand but only 6 on the arm here and we need to connect this 80 00:09:23,820 --> 00:09:30,420 so we need the same exact number of vertices on the hand there so again we'll need to create 81 00:09:30,420 --> 00:09:36,980 some triangles to match this and while looking from the back here we can go to the edit mode 82 00:09:36,980 --> 00:09:44,740 back again and you can see this one looks nice to merge and we still have the auto merge 83 00:09:44,740 --> 00:09:50,900 enabled here so we can just press G twice and move this down until it doesn't go any 84 00:09:50,900 --> 00:10:01,100 further and click and we can repeat the same thing down here like that. 85 00:10:01,220 --> 00:10:07,460 I chose to create the triangles here because in the front we need a little bit more geometry 86 00:10:07,460 --> 00:10:14,220 to extrude the thumb from and here we just need to basically extend this to create a 87 00:10:14,220 --> 00:10:22,260 pinky so this is a great way how to simplify the geometry in the back and now we'll just 88 00:10:22,260 --> 00:10:27,620 need to move these things a little bit back in place so once again let's play with our 89 00:10:27,620 --> 00:10:33,380 hand a little bit so it can be better connected to the arm I will go to the top view right 90 00:10:33,380 --> 00:10:41,620 now toggle the x-ray again and select this edge and move it a little bit closer here 91 00:10:41,620 --> 00:10:50,420 maybe this one here as well so I guess the hand was a little bit wide there and this 92 00:10:50,420 --> 00:11:02,740 will be better to connect this. 93 00:11:02,740 --> 00:11:08,900 Okay so something like this and now we are ready to connect this to the rest of the body 94 00:11:08,900 --> 00:11:18,020 so tab out shift click the body and press ctrl J to join now you can see the subdivision 95 00:11:18,020 --> 00:11:23,900 modifier from the body applied to the hand as well this doesn't look bad but we'll need 96 00:11:23,900 --> 00:11:28,740 to do some adjustments but before we need to actually connect this so first of all I 97 00:11:28,740 --> 00:11:34,620 will disable the preview of the subdivision so if you go to the modifier panel here you 98 00:11:34,620 --> 00:11:42,620 can click the viewport icon there to disable this and now tab back in we have this as a 99 00:11:42,620 --> 00:11:48,140 single object now and with the auto merge still enabled we can just select these vertices 100 00:11:48,140 --> 00:11:54,540 one by one and switch snapping mode here to vertex but don't enable snapping just switch 101 00:11:54,540 --> 00:12:01,500 the type and now by pressing G we can move the vertex and by holding ctrl we can choose 102 00:12:01,500 --> 00:12:07,620 which vertex we want to snap this on and you can see it automatically connects so select 103 00:12:07,620 --> 00:12:15,880 this one G ctrl so this is a very efficient method how to connect the geometry with use 104 00:12:15,880 --> 00:12:24,620 of the snapping and auto merge so select this one press G and snap it there this one as 105 00:12:24,620 --> 00:12:34,660 well and here at the bottom the last one okay now as you can see the rest of the body is 106 00:12:34,660 --> 00:12:41,620 smooth shaded and the hand is still flat shaded so right now we can just tab out right 107 00:12:41,620 --> 00:12:48,420 click and shade smooth and this will apply to a whole model but here you can see this 108 00:12:48,420 --> 00:12:55,020 a weird seam and I suspect there might be something wrong with the normals and it's 109 00:12:55,020 --> 00:12:59,660 completely okay if you create a model like this when you're extruding fingers from the 110 00:12:59,660 --> 00:13:05,780 planes and completing the geometry on your own that will ultimately create problems with 111 00:13:05,780 --> 00:13:12,260 normals so let's tab in select all and press shift n to recalculate normals and you can 112 00:13:12,260 --> 00:13:19,820 immediately see how this got better and it looks like a part of the body and I'm really 113 00:13:19,820 --> 00:13:25,100 satisfied with the result maybe I don't like the position of the thumb here so let me look 114 00:13:25,100 --> 00:13:35,500 from the front and maybe move this a little bit down and make it a little bit larger okay 115 00:13:35,500 --> 00:13:42,940 but now I'm just nitpicking so again it's up to you when you decide that you're satisfied 116 00:13:42,940 --> 00:13:49,620 with the shape but it will show itself when we now enable subdivision modifier what changes 117 00:13:49,660 --> 00:13:55,460 need to be made so let's go back to the modifier tab enable the subdivision for the viewport let's 118 00:13:55,460 --> 00:14:04,900 tab out and inspect our hands a little bit so I feel like this looks okay you can see how this 119 00:14:04,900 --> 00:14:11,460 looks as a palm and the fingers are naturally growing out of it I really like this but the 120 00:14:11,460 --> 00:14:19,220 fingers are too far away from each other and we'll need to fix that so alt shift click to select all 121 00:14:19,300 --> 00:14:27,180 these loops and we need to select this manually and let's look from the top view by pressing 7 122 00:14:27,180 --> 00:14:33,860 and move this little bit closer here and what we can do to make this look better is to select 123 00:14:33,860 --> 00:14:43,580 these loops and make them large so we are giving a little bit of a non-uniform volume to those 124 00:14:43,660 --> 00:14:51,420 fingers you can immediately see how this looks a little bit better and we can repeat for these 125 00:14:51,420 --> 00:15:00,220 loops as well so I really like this and later when we create a rig for it you can reposition 126 00:15:00,220 --> 00:15:06,420 the fingers move them closer together and stuff like that but the topology I feel like is fine 127 00:15:06,460 --> 00:15:10,740 here so maybe a minor adjustments and we are good to go 128 00:15:10,740 --> 00:15:12,800 you 129 00:15:29,620 --> 00:15:35,740 and now the one last thing is to create a placeholder for a head so I'll press shift a 130 00:15:35,740 --> 00:15:44,820 and mesh and round cube and this is a part of the extra objects add-on so let's add a round cube 131 00:15:44,820 --> 00:15:52,460 but it was changed a little bit before it just created this quad sphere for you and now this is 132 00:15:52,460 --> 00:15:58,260 really a round cube so you'll have to modify the presets so here in the operator presets we can 133 00:15:58,260 --> 00:16:03,780 just expand this and select quad sphere that's what we are going for and for the divisions we'll 134 00:16:03,860 --> 00:16:11,380 need to reduce this to four so that's enough and now let's just move this up a little bit 135 00:16:11,380 --> 00:16:20,860 scale it down and let's look from the front and the side if you toggle x-ray again you can see 136 00:16:20,860 --> 00:16:32,340 that it goes somewhere here so let's place the ball as head would go somewhere here and this is 137 00:16:32,340 --> 00:16:41,340 just a placeholder to know where the head should be placed okay now right-click shade smooth toggle 138 00:16:41,340 --> 00:16:54,220 x-ray and we can call this head dummy and again don't forget to save your projects and this is 139 00:16:54,220 --> 00:17:01,780 our base mesh for the rest of the character and as I said before this can be considered an 140 00:17:01,860 --> 00:17:09,020 archetype for a character that you can derive other characters from so you can duplicate this 141 00:17:09,020 --> 00:17:13,140 and create as many characters in a similar shape as you want 16574

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.