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In this chapter we'll finish the body by modeling hands and we can start right now by adding
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a plane so I'll press Shift A and add a plane here and now we are going to extrude a finger
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from this plane so let's scale it down a little bit and we can apply the scale so Ctrl A and
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apply the scale.
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Now look from the front and we'll need to move this where the hand is supposed to be
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so somewhere here to have that origin point there and now we can go to the edit mode
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so I'll press Tab and now we'll need to rotate this so let's rotate the view a little bit
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and press R then Z to rotate around the Z axis and 45 degrees.
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Now let's go back to the front view and we'll need to rotate this to match the angle of
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the finger like that and scale this down so press S and scale this down and we can
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move this in place a little bit more so we have something like this, this diamond shape
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that'll be the base of our finger.
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Now we can look from the side, enable the X-ray so we better match the position.
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Don't worry about the topology right now at all, we'll get to that later.
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Now look from the side and we'll extrude the first finger so by holding Ctrl and right
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clicking you can extrude very easily like this, then one more time and one more here
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so we have something like this and again don't worry about the scale right now or the topology,
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we'll repeat this for the rest of the fingers.
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So now to make things easier let's rotate the view a little bit, go to the face select
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by pressing 3, select this face and this, we want to open the back side of the finger
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so let's delete the face right there and we can toggle X-ray so we better see what's going
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on there and now select all to the side view, we can enable the X-ray again and we'll just
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duplicate this a few times so Shift D and duplicate it like that so it almost touches
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here and once more.
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So we are going for a four finger cartoon design, sometimes it's okay to remove one
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finger when you have a specific stylized design for the character, you can see this happening
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in the cartoons and stuff like that so we are going for the four fingers here so this
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will be enough and we can now place this a little bit better so select all by pressing
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A and R to rotate and rotate this a little bit to match the angle of the hand.
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So yeah, something like this, maybe on the Z-axis as well a little bit and now toggle
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the X-ray and we'll need to connect these inside vertices of these fingers so let's
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go to the vertex select by pressing 1, select these two vertices, press M and merge at center
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and this command changed for the 2.83 version of Blender so if you're using the earlier
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versions it's probably Alt M for merging and now from the 2.83 version it's just M
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and now select these two vertices and press M once again and merge at center and now we
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can fill out these triangles here so go to the edge select by pressing 2, select these
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two edges by holding Shift and press F to fill and we'll repeat this for the other triangles
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as well at the bottom two so clicking by holding Shift to select and pressing F to
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fill and now we created this loop that can be easily selected so while still in edge
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select if you Alt click this loop it will select nicely and the rest of the hand can
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be extruded from there.
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So let's do that right now, let's look from the front by pressing 1 on the numpad and
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we'll extrude the rest of the hand up until here and we'll need to remove one face to
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create the space for the thumb so go to the face select by pressing 3, select this face,
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press X and face is to delete.
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Now let's select this new loop in the hole that we created and we'll extrude the thumb
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here so we can use the top view right here and press E to extrude something like this.
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Let's look from the side by pressing 3 and toggle X-ray and we can see we can go a little
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bit lower, don't worry about the proportions right now we'll fix those later according
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to the reference and now look from the top again and Ctrl right click somewhere here
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to rotate the extrusion and scale this down a little bit and we can again check from the
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side by pressing 3 here and move this down.
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So the one last thing we'll need to close this up so while still in the edge select,
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select this edge, press F, we can toggle X-ray again and few times more so 3 times to close
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that loop and now before we finish the hand we'll need to fix that topology and the reference
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will be very useful there but if you want to do this yourself basically we are going
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for a nice hand shape so we'll need to scale some of these fingers down and do some rotations
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here and basically make this look a little bit more organic.
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So let's follow the reference right now, I will enable the X-ray again, look from the
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front and we can see the pinky finger is a little bit higher up than it should be so
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we can try to fix this so let's select all, let's scale this down a little bit, rotate
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and better place in position and we can now fix this vertex by vertex so we better match
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the whole reference.
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Now, let's toggle the X-ray again and with this few vertex adjustments we kind of got
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the shape we need so now this will be more of a free form thing where you just need to
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rotate this around and find some things that doesn't look so good and fix them basically.
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Okay, I think this will do so we can continue and finish the hand right now.
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So again, this is not an exact thing and you have to figure out this shape a little bit
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for yourself, this was just to show you how you can build the topology that you can work
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with so we started by extruding these fingers then connecting them, extruding a palm and
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extruding a thumb from there and this is the correct way how to create a topology for the
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hand and the rest is basically up to you so you can try to match the reference as best
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as you can and then I recommend just rotating around and comparing with some reference or
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the rendered illustration or something like that to find some result that you like the
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most so let's now go to the edge select, select this loop and we'll extrude this out and scale
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this down a little bit.
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Now we can move some of these vertices around so they don't go as far but here we'll have
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a little bit of a problem because if we count the vertices here, if we count vertices here
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there are 8 of them on the hand but only 6 on the arm here and we need to connect this
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so we need the same exact number of vertices on the hand there so again we'll need to create
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some triangles to match this and while looking from the back here we can go to the edit mode
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back again and you can see this one looks nice to merge and we still have the auto merge
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enabled here so we can just press G twice and move this down until it doesn't go any
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further and click and we can repeat the same thing down here like that.
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I chose to create the triangles here because in the front we need a little bit more geometry
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to extrude the thumb from and here we just need to basically extend this to create a
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pinky so this is a great way how to simplify the geometry in the back and now we'll just
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need to move these things a little bit back in place so once again let's play with our
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hand a little bit so it can be better connected to the arm I will go to the top view right
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now toggle the x-ray again and select this edge and move it a little bit closer here
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maybe this one here as well so I guess the hand was a little bit wide there and this
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will be better to connect this.
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Okay so something like this and now we are ready to connect this to the rest of the body
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so tab out shift click the body and press ctrl J to join now you can see the subdivision
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modifier from the body applied to the hand as well this doesn't look bad but we'll need
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to do some adjustments but before we need to actually connect this so first of all I
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will disable the preview of the subdivision so if you go to the modifier panel here you
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can click the viewport icon there to disable this and now tab back in we have this as a
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single object now and with the auto merge still enabled we can just select these vertices
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one by one and switch snapping mode here to vertex but don't enable snapping just switch
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the type and now by pressing G we can move the vertex and by holding ctrl we can choose
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which vertex we want to snap this on and you can see it automatically connects so select
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this one G ctrl so this is a very efficient method how to connect the geometry with use
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of the snapping and auto merge so select this one press G and snap it there this one as
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well and here at the bottom the last one okay now as you can see the rest of the body is
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smooth shaded and the hand is still flat shaded so right now we can just tab out right
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click and shade smooth and this will apply to a whole model but here you can see this
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a weird seam and I suspect there might be something wrong with the normals and it's
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completely okay if you create a model like this when you're extruding fingers from the
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planes and completing the geometry on your own that will ultimately create problems with
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normals so let's tab in select all and press shift n to recalculate normals and you can
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immediately see how this got better and it looks like a part of the body and I'm really
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satisfied with the result maybe I don't like the position of the thumb here so let me look
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from the front and maybe move this a little bit down and make it a little bit larger okay
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but now I'm just nitpicking so again it's up to you when you decide that you're satisfied
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with the shape but it will show itself when we now enable subdivision modifier what changes
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need to be made so let's go back to the modifier tab enable the subdivision for the viewport let's
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tab out and inspect our hands a little bit so I feel like this looks okay you can see how this
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looks as a palm and the fingers are naturally growing out of it I really like this but the
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fingers are too far away from each other and we'll need to fix that so alt shift click to select all
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these loops and we need to select this manually and let's look from the top view by pressing 7
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and move this little bit closer here and what we can do to make this look better is to select
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these loops and make them large so we are giving a little bit of a non-uniform volume to those
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fingers you can immediately see how this looks a little bit better and we can repeat for these
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loops as well so I really like this and later when we create a rig for it you can reposition
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the fingers move them closer together and stuff like that but the topology I feel like is fine
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here so maybe a minor adjustments and we are good to go
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you
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and now the one last thing is to create a placeholder for a head so I'll press shift a
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and mesh and round cube and this is a part of the extra objects add-on so let's add a round cube
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but it was changed a little bit before it just created this quad sphere for you and now this is
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really a round cube so you'll have to modify the presets so here in the operator presets we can
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just expand this and select quad sphere that's what we are going for and for the divisions we'll
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need to reduce this to four so that's enough and now let's just move this up a little bit
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scale it down and let's look from the front and the side if you toggle x-ray again you can see
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that it goes somewhere here so let's place the ball as head would go somewhere here and this is
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just a placeholder to know where the head should be placed okay now right-click shade smooth toggle
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x-ray and we can call this head dummy and again don't forget to save your projects and this is
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our base mesh for the rest of the character and as I said before this can be considered an
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archetype for a character that you can derive other characters from so you can duplicate this
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and create as many characters in a similar shape as you want
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