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