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Hand Modeling

By Sean Hewitt
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Date Added: 23rd March 2010
Software used:
Maya

Once again, this is a tool I use often and have a hot key set up for both the menu and the tool as well.

Back to observing our own hands. Again when observing poor models of hands one feature I've seen is the neglect to the opposable thumb. They've modeled the thumb facing down just like the rest of the fingers. On my own hand, no matter how much I flex it I can't get it to the same angle as the rest of my fingers. In a relaxed pose my thumb is turned nearly 90 degrees to the rest of my fingers. So I'm going to twist the geometry on my thumb roughly 90 degrees to reflect that.

1157_tid_handIMG_20.jpg
You can see how the underside of the palm now turns to face sideways.

1157_tid_handIMG_21.jpg
Back to the fingers. We'll extrude out the next section of knuckle.

1157_tid_handIMG_22.jpg
If you hold out your hand flat and look at it from the wide you'll see your hand's over all shape is a wedge. So we'll start to reflect that some by scaling down the fingers a little.

1157_tid_handIMG_23.jpg
As well as wedging the hand out, I'm also going to start to round out the fingers some. Notice the curvature over the palm as well.


1157_tid_handIMG_24.jpg
Another thing I see a lot of people miss is the space between the fingers. A lot of people leave the geometry there straight up and down like we currently have it. Well, it wedges backwards as well. I'm going to pull the geometry back there and begin to angle it.

1157_tid_handIMG_25.jpg




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Readers Comments (Newest on Top)
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(ID: 53182, pid: 0) Joel96 on Tue, 11 October 2011 12:29am
Hi Sean, I went through your tutorial and found it good, but a bit difficult. Can you make a video version of it? http://www.youtube.com/watch?v=z6ogucWv8V0
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